Author | Content | Date |
---|---|---|
DEIMOS |
ok, so i am sure i have to be wrong somewhere in my workings so please shout out and tell me where
(apologies for it being long winded, trying to use real figures to make sense of it) in the patch notes when wotw % system was changed it went from f10 stats to % of damage after f10? taken from patch notes: Humans Versus Devils and Guild Village War We have heard and listened to all you feedback concerning the percent system. The percent is now applied to the damage value instead of attack and defense (F10 stats). This has been changed because the other method caused massive reduction in damage for some classes and big increases in damage for other classes, with the change it is now equal for all. this is based on capped dsoma axer in reasonable gear and a hsoma archer in reasonable gear dsoma char: 370-558 atk, 330-380 def avg: 465atk, 355def 98md hsoma char mellee 305-379 atk, 239-272 def avg: 342atk, 255def hsoma char mage reasonable gear with dragon breath : 323-350ma avg 337ma hsoma 97.5% dsoma 67.5% Pre patch would have been (based on current stats and %): dsoma atk: 465(67.5%) - {255(97.5%) -> 314 - 249 = 65 damage hsoma atk: 342(97.5%) - 355(67.5%) -> 333 - 240 = 93 damage post patch damage adjustment as it is now is closer to: dsoma atk: 465-255 =210 x 67.5% = 142 hsoma atk: 342-355 = minimum damage value i understand the % system before was higher on the dev side but to me all this has done is exaggerate the highest damage hitters dealing even more damage whereas the lower damage hitters now deal even less damage due to the defense on both sides is now always 100%? incidentally my axer vs mage is: pre patch: 98 x 67.5% = 66 md 337*97.5% = 327 ma 327-66 = 261 damage post patch: 337ma-98md = 239 * 97.5% = 233 im guessing this % system hasnt made such a huge difference to human mage due to dev md being so low in comparison to all other numbers conclusion is dev mellee damage taken will barely change whether on 100% or 0%, its purely down to devil damage output as to whether humans survive long enough to kill devs? also why human mellee will never touch devs regardless of % now i know full well i must be missing something here, is there another adjustment somewhere
PM
Reply
Quote
[quote="DEIMOS"]ok, so i am sure i have to be wrong somewhere in my workings so please shout out and tell me where
(apologies for it being long winded, trying to use real figures to make sense of it)
in the patch notes when wotw % system was changed it went from f10 stats to % of damage after f10?
taken from patch notes:
Humans Versus Devils and Guild Village War
We have heard and listened to all you feedback concerning the percent system. The percent is now applied to the damage value instead of attack and defense (F10 stats). This has been changed because the other method caused massive reduction in damage for some classes and big increases in damage for other classes, with the change it is now equal for all.
this is based on capped dsoma axer in reasonable gear and a hsoma archer in reasonable gear
dsoma char: 370-558 atk, 330-380 def avg: 465atk, 355def 98md
hsoma char mellee 305-379 atk, 239-272 def avg: 342atk, 255def
hsoma char mage reasonable gear with dragon breath : 323-350ma avg 337ma
hsoma 97.5% dsoma 67.5%
Pre patch would have been (based on current stats and %):
dsoma atk: 465(67.5%) - {255(97.5%) -> 314 - 249 = 65 damage
hsoma atk: 342(97.5%) - 355(67.5%) -> 333 - 240 = 93 damage
post patch damage adjustment as it is now is closer to:
dsoma atk: 465-255 =210 x 67.5% = 142
hsoma atk: 342-355 = minimum damage value
i understand the % system before was higher on the dev side but to me all this has done is exaggerate the highest damage hitters dealing even more damage whereas the lower damage hitters now deal even less damage due to the defense on both sides is now always 100%?
incidentally my axer vs mage is:
pre patch:
98 x 67.5% = 66 md
337*97.5% = 327 ma
327-66 = 261 damage
post patch: 337ma-98md = 239 * 97.5% = 233
im guessing this % system hasnt made such a huge difference to human mage due to dev md being so low in comparison to all other numbers
conclusion is dev mellee damage taken will barely change whether on 100% or 0%, its purely down to devil damage output as to whether humans survive long enough to kill devs? also why human mellee will never touch devs regardless of %
now i know full well i must be missing something here, is there another adjustment somewhere [/quote]
|
#1 2018/08/08 18:43:54 |
FRINGE |
I believe your sums are correct. and the damage % should be reverted as you see
Pre patch would have been (based on current stats and %): dsoma atk: 465(67.5%) - {255(97.5%) -> 314 - 249 = 65 damage hsoma atk: 342(97.5%) - 355(67.5%) -> 333 - 240 = 93 damage we would do some damage with % as it is now
PM
Reply
Quote
[quote="FRINGE"]I believe your sums are correct. and the damage % should be reverted as you see
Pre patch would have been (based on current stats and %):
dsoma atk: 465(67.5%) - {255(97.5%) -> 314 - 249 = 65 damage
hsoma atk: 342(97.5%) - 355(67.5%) -> 333 - 240 = 93 damage
we would do some damage with % as it is now[/quote]
|
#2 2018/08/08 19:15:26 |
DEIMOS |
exactly, i guess its all based around being able to split the % for magic and mellee, if that could happen all would be gravy
|
#3 2018/08/08 20:20:42 |
FINITO [Staff] |
Yeah the above is my fault for not checking how the change would impact RvR. The change works fine for PvP (so GVW) and does fix an issue. It doesn't work for RvR because of the stat differences between Humans and Devils.
|
#4 2018/08/09 01:11:50 |
FRINGE |
woo looks like a fix may be inc for RVR XD
on a side note i believe devs should keep there MD regardless of % |
#5 2018/08/09 01:18:35 |
FINITO [Staff] |
"FRINGE"on a side note i believe devs should keep there MD regardless of % What about Devil mage though? |
#6 2018/08/09 01:27:04 |
FRINGE |
devil mage would still take some damage from a human mage i think. as a human with 200 MD/int still take damage from human mages with MA gear on.
and with the damage calc fixed melee will now hurt devil mages. so they wont be the best tank for wotw With a lvl 101 mage with 190 MD without robes. *untag values* of omni boots - 9-11 md pads - 8-10 md top - 6-10 md hat - 7-9 md giving 30-40MD so 220-230 MD. human mages have MA above 300 for most 200 int mages. some alot higher. and dev mage could be wearing proc of defence instead of md.
PM
Reply
Quote
[quote="FRINGE"]devil mage would still take some damage from a human mage i think. as a human with 200 MD/int still take damage from human mages with MA gear on.
and with the damage calc fixed melee will now hurt devil mages. so they wont be the best tank for wotw
With a lvl 101 mage with 190 MD without robes.
*untag values* of omni
boots - 9-11 md
pads - 8-10 md
top - 6-10 md
hat - 7-9 md
giving 30-40MD
so 220-230 MD. human mages have MA above 300 for most 200 int mages. some alot higher.
and dev mage could be wearing proc of defence instead of md.
[/quote]
|
#7 2018/08/09 01:39:36 |
FRINGE |
so the % should only affect att/def and dex and i reckon wotw be alot more balanced
|
#8 2018/08/09 01:46:25 |
DEIMOS |
My dev mage is full proc invul, imo this will never change to robes specially if mellee damage is lifted as I will need the invul def
I have a flat md of roughly 230 that would still be 100damage per hit with DB and if weakened 200, that seems fine as a damage imo? Dex would be another factor that is just whatever comes, the issue is dex range on humans is roughly 100-160? (Mage tank to dexy archer) Dsoma mage 90dex dsoma archer 213dex That's too big a range unless you were to set dex as a fixed value across the board? Maybe devs dex slightly higher to counter the insane eva % humans can use while devs dont have that option Thanks for the prompt response fin :)
PM
Reply
Quote
[quote="DEIMOS"]My dev mage is full proc invul, imo this will never change to robes specially if mellee damage is lifted as I will need the invul def
I have a flat md of roughly 230 that would still be 100damage per hit with DB and if weakened 200, that seems fine as a damage imo?
Dex would be another factor that is just whatever comes, the issue is dex range on humans is roughly 100-160? (Mage tank to dexy archer)
Dsoma mage 90dex dsoma archer 213dex
That's too big a range unless you were to set dex as a fixed value across the board? Maybe devs dex slightly higher to counter the insane eva % humans can use while devs dont have that option
Thanks for the prompt response fin :)[/quote]
|
#9 2018/08/09 07:47:21 |
FRINGE |
my 101 mage is 150 dex. but even an archer at 213 * 0.675 is 143.7 so bring it to within a range where human can actually hit them
|
#10 2018/08/09 10:11:08 |
Please sign in with one of your characters to reply