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Wotw and %?

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Hoping someone can clear this up as I'm sure I must have misunderstood?
From what I'm told there was found to be a fault with the % regarding int (RvR) That has now been 'corrected' to follow the % the dif races have? Which makes me ask if this is true, with the exception of a handful of high level dev mages ( who by all accounts now get destroyed by hsoma Magic) Dsoma as a race generally has much lower int than hsoma and purely for df, why the race with less int has had it lowered?
I'm sure I must be mistaken somewhere because that would be equivalent to lowering human str against devils

Again I believe I must be wrong somewhere down the line so more of a post for clarity of what's gone on than any negativity
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[quote="DEIMOS"]Hoping someone can clear this up as I'm sure I must have misunderstood? From what I'm told there was found to be a fault with the % regarding int (RvR) That has now been 'corrected' to follow the % the dif races have? Which makes me ask if this is true, with the exception of a handful of high level dev mages ( who by all accounts now get destroyed by hsoma Magic) Dsoma as a race generally has much lower int than hsoma and purely for df, why the race with less int has had it lowered? I'm sure I must be mistaken somewhere because that would be equivalent to lowering human str against devils Again I believe I must be wrong somewhere down the line so more of a post for clarity of what's gone on than any negativity[/quote]
Effectively we were using the wrong variables for RVR MD. Meaning that if Humans were on 95% and Devils were on 65%... Devils would have 95% MD instead of 65%. This has now been rectified to match the correct values.

This bug has been in for quite some time but needed to be rectified.
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[quote="ISYLVER"]Effectively we were using the wrong variables for RVR MD. Meaning that if Humans were on 95% and Devils were on 65%... Devils would have 95% MD instead of 65%. This has now been rectified to match the correct values. This bug has been in for quite some time but needed to be rectified. [/quote]
Ok thanks, what you said you've done makes sense, but can i ask why the race with on average a much lower statistic is the one that has been lowered? surely this lends a huge advantage to hsoma making the int gap even larger. does that mean the % is purely based on mellee attack/defense?
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[quote="DEIMOS"]Ok thanks, what you said you've done makes sense, but can i ask why the race with on average a much lower statistic is the one that has been lowered? surely this lends a huge advantage to hsoma making the int gap even larger. does that mean the % is purely based on mellee attack/defense?[/quote]
would just like to add i am still leveling to a point where i am capable of going wotw etc so this isnt an attack/biased view, more of an enjoyment of everyone overall at wotw etc.
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[quote="DEIMOS"]would just like to add i am still leveling to a point where i am capable of going wotw etc so this isnt an attack/biased view, more of an enjoyment of everyone overall at wotw etc.[/quote]
The % is the wotw difference based on consecutive losses etc. After a while it will start to balance out, we've already put a step forward in this by putting Dsoma on 75% Hsoma on 100%.

If we left the bug the way it was it means that Dsoma were getting hsoma MD based on wotw wins... which seems backward.
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[quote="ISYLVER"]The % is the wotw difference based on consecutive losses etc. After a while it will start to balance out, we've already put a step forward in this by putting Dsoma on 75% Hsoma on 100%. If we left the bug the way it was it means that Dsoma were getting hsoma MD based on wotw wins... which seems backward. [/quote]
but were the wins/losses not relatively comparative? generally meaning it was quite well balanced out?
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[quote="DEIMOS"]but were the wins/losses not relatively comparative? generally meaning it was quite well balanced out?[/quote]
They've essentially lowered our F10 Magic def from 97.5% (original hsoma wotw %) values to its current devil wotw %. We were 62.5% on Wednesday which has now been increased 12.5% so our wotw % is 75%, so our net loss in f10 Magic defence for next war is 20% lower. You're f10 MD is most likely to be in or around 120ish static in a couple bits of diab with 100 int. our loss? 24 defence, 48 weakened. With an axers capped hp over 700 that isn't as game breaking as you say for melee. Laz may of lost 70 passive f10 defence vs a human or (140 weakened), Laz didn't punch and has somewhat penalised hp therefore a 140 weakened hit against him is a huge difference to previous, he also does 12.5% more damage though.

Let's put in perspective what melee have gained by 12.5% increase in damage. Let's use a capped axers melee attack on f10 as an example of 540-600 (theory as I don't know what an intense axe does to attack) you will now do 60ish extra damage a hit to a human at wow. Seems fairly balanced like this doesn't it? It's only huge int mages that lose out.

When humans attack us in conti it makes no diff as were 100% anyway.

When Devils attack human conti we are now 62.5% stats instead of 50% stats (75% wow reference % minus 12.5% conti attack penalty)

Once again we lose a bit of MD (little) but gain a fair bit of melee dmg which means raiding Devils will actually stands a chance at landing kills.

This is my understanding on it all, I'm sure there's more than likely a few technical errors and values are not 100% but pretty close.

Neo x
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[quote="SYN"]They've essentially lowered our F10 Magic def from 97.5% (original hsoma wotw %) values to its current devil wotw %. We were 62.5% on Wednesday which has now been increased 12.5% so our wotw % is 75%, so our net loss in f10 Magic defence for next war is 20% lower. You're f10 MD is most likely to be in or around 120ish static in a couple bits of diab with 100 int. our loss? 24 defence, 48 weakened. With an axers capped hp over 700 that isn't as game breaking as you say for melee. Laz may of lost 70 passive f10 defence vs a human or (140 weakened), Laz didn't punch and has somewhat penalised hp therefore a 140 weakened hit against him is a huge difference to previous, he also does 12.5% more damage though. Let's put in perspective what melee have gained by 12.5% increase in damage. Let's use a capped axers melee attack on f10 as an example of 540-600 (theory as I don't know what an intense axe does to attack) you will now do 60ish extra damage a hit to a human at wow. Seems fairly balanced like this doesn't it? It's only huge int mages that lose out. When humans attack us in conti it makes no diff as were 100% anyway. When Devils attack human conti we are now 62.5% stats instead of 50% stats (75% wow reference % minus 12.5% conti attack penalty) Once again we lose a bit of MD (little) but gain a fair bit of melee dmg which means raiding Devils will actually stands a chance at landing kills. This is my understanding on it all, I'm sure there's more than likely a few technical errors and values are not 100% but pretty close. Neo x[/quote]
stats like that are helpful, thanks, like i said my int so low i get destroyed anyway lol so couldnt appreciate differences in the changes, was based on wat ive heard from talkin to people and the appalling turnout of devs at yesterdays sacredstone. maybe just coincidence/bad timing
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[quote="DEIMOS"]stats like that are helpful, thanks, like i said my int so low i get destroyed anyway lol so couldnt appreciate differences in the changes, was based on wat ive heard from talkin to people and the appalling turnout of devs at yesterdays sacredstone. maybe just coincidence/bad timing[/quote]
It just seemed that with devs having less md anyway, the higher % on that side allowed for dev mellee to be kept lower through % and nore even in both directions
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[quote="DEIMOS"]It just seemed that with devs having less md anyway, the higher % on that side allowed for dev mellee to be kept lower through % and nore even in both directions[/quote]
Humans int destroys Devils anyway on wow penalty, you either spam the shit out of blue serums and pots or die. Archers will pretty much rek human mages when they do poke their heads out of safe zone now so it's 6 on 1, half a dozen the other.

Genuinely the only huge losers here are devil mages who have been riding a storm of insane tankability at wow for ages now. Possibly high str humans lose out too now as players like Linkdx were pretty impossible to kill before even with 10 Devils on him, that 50-60 dmg a hit will rek him.

Monster sat on a stone at 62.5% 5 weeks ago and used about 50 pots the entire war, Laz can do the same except high str humans do hurt him a bit.

Now it'll be more balanced. Only downside is int is already king on hsoma, now even more so as str humans do pish against capped Devils as it is, now we've gained an extra 40 melee def.
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[quote="SYN"]Humans int destroys Devils anyway on wow penalty, you either spam the shit out of blue serums and pots or die. Archers will pretty much rek human mages when they do poke their heads out of safe zone now so it's 6 on 1, half a dozen the other. Genuinely the only huge losers here are devil mages who have been riding a storm of insane tankability at wow for ages now. Possibly high str humans lose out too now as players like Linkdx were pretty impossible to kill before even with 10 Devils on him, that 50-60 dmg a hit will rek him. Monster sat on a stone at 62.5% 5 weeks ago and used about 50 pots the entire war, Laz can do the same except high str humans do hurt him a bit. Now it'll be more balanced. Only downside is int is already king on hsoma, now even more so as str humans do pish against capped Devils as it is, now we've gained an extra 40 melee def.[/quote]
Maybe 7 weeks for monster on there heh forgot how long it's been.
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[quote="SYN"]Maybe 7 weeks for monster on there heh forgot how long it's been.[/quote]
S0rc is the stat man though and although he tends to manipulate figures to suit him more favourably his knowledge can't be ignored and will pick up any mistakes I've made.
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[quote="SYN"]S0rc is the stat man though and although he tends to manipulate figures to suit him more favourably his knowledge can't be ignored and will pick up any mistakes I've made.[/quote]
Laz didn't punch? I don't know where u get ur facts from but judging by ur posts I think you make them up as you go.

His 7k hours played say hi
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[quote="ADATH"]Laz didn't punch? I don't know where u get ur facts from but judging by ur posts I think you make them up as you go. His 7k hours played say hi[/quote]
Laz didn't pure punch, don't nitpick, his str is far lower than monsters was. I spend the time writing to help someone where the stats are correct. I'll keep the thread clean and let you embarrass yourself anyways.
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[quote="SYN"]Laz didn't pure punch, don't nitpick, his str is far lower than monsters was. I spend the time writing to help someone where the stats are correct. I'll keep the thread clean and let you embarrass yourself anyways. [/quote]
But on topic I do not think this change was necessary it has made an entire class almost useless. Tests done on conti the other day show a 200 int mage does min dmg to a 145 int char. We tested with a 100 int char vs me (200 int) and he could easily out heal my damage, 6 hits with weaken didn't even bring him close to half hp which I find absolutely mental. A 70 int lvl 40 takes approx 5 hits with weaken to kill. It seems the damage has been reduced along with the defence.

A 160 int mage 3 hits the highest int char in game.

Devil mages are known for being the hardest class in game to level it takes far longer to level a mage than any other class due to the exceptionally slow % gain from around lvl 50 onwards. The only benefit of a mage was the semi decent damage they did and now they don't even have that after all the hard work it has taken to level our characters.

Dan said it will be monitored so hopefully it can get put back to somewhere near where it was before.

P.s how many characters do you have neo
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[quote="ADATH"]But on topic I do not think this change was necessary it has made an entire class almost useless. Tests done on conti the other day show a 200 int mage does min dmg to a 145 int char. We tested with a 100 int char vs me (200 int) and he could easily out heal my damage, 6 hits with weaken didn't even bring him close to half hp which I find absolutely mental. A 70 int lvl 40 takes approx 5 hits with weaken to kill. It seems the damage has been reduced along with the defence. A 160 int mage 3 hits the highest int char in game. Devil mages are known for being the hardest class in game to level it takes far longer to level a mage than any other class due to the exceptionally slow % gain from around lvl 50 onwards. The only benefit of a mage was the semi decent damage they did and now they don't even have that after all the hard work it has taken to level our characters. Dan said it will be monitored so hopefully it can get put back to somewhere near where it was before. P.s how many characters do you have neo[/quote]

 

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