Recent Topics

Ads

New cap dmg

Chat about everything else - ask questions, share stories, or just hang out.

Poll: Is the lvl 35 dmg/burst too high?

Yes.
60
48%
No.
64
52%
Total votes: 124

User avatar
Gachimuchi
Posts: 525

Re: New cap dmg

Post#71 » Wed Feb 24, 2016 11:34 pm

Valnak wrote:
roadkillrobin wrote:He was also rank 34 :)
Bolster is stupid OP right now.
Agreed... I was strongest at 32... now I'm at my weakest at 35 :(
Zuuka - Okayzoomer - and many others
Khandikhaine/Ligmuh/Egf - Meatcircle - Ukruton - and many others
Old School / Lords of the Locker Room

Ads
Luth
Posts: 2840

Re: New cap dmg

Post#72 » Wed Feb 24, 2016 11:41 pm

With bolster to level 35 vs a level 35 enemy an armor value of 2539 means only barely 50% physical damage reduction; the enemy has also some weaponskill. Low level players are also overbolstered since last patch, so he was likely bolstered to over level 35.
Afaik the max level for overbolster is 37 atm when you have a very low character (i guess not in this case, the 34 WH was likely bolstered to 36, if even...).

Different abilities have also different DPS stat coefficients, which means when an ability has a higher coefficient it does more damage with lots of strength/int/bal, but stacking thoughness helps against it. When an ability has a low coefficient, it scales bad with strength etc., but thoughness also doesn't really help against it.
e.g.: iirc the IBs stat coefficient on heavy blow is about 4 (very high), the slayers stat coefficient on ID is very low.
I don't know the value for BaL though.

Suggestion:
Stop stacking thoughness so high; start to stack armor instead.

User avatar
roadkillrobin
Posts: 2773

Re: New cap dmg

Post#73 » Thu Feb 25, 2016 12:30 am

Luth wrote:With bolster to level 35 vs a level 35 enemy an armor value of 2539 means only barely 50% physical damage reduction; the enemy has also some weaponskill. Low level players are also overbolstered since last patch, so he was likely bolstered to over level 35.
Afaik the max level for overbolster is 37 atm when you have a very low character (i guess not in this case, the 34 WH was likely bolstered to 36, if even...).

Different abilities have also different DPS stat coefficients, which means when an ability has a higher coefficient it does more damage with lots of strength/int/bal, but stacking thoughness helps against it. When an ability has a low coefficient, it scales bad with strength etc., but thoughness also doesn't really help against it.
e.g.: iirc the IBs stat coefficient on heavy blow is about 4 (very high), the slayers stat coefficient on ID is very low.
I don't know the value for BaL though.

Suggestion:
Stop stacking thoughness so high; start to stack armor instead.
I might be mistaken here. But i'm pretty sure abillties doesn't scale with str, it's added flat to it. So a low base dmg spell will get a higher percentege from STR if you just look at the numbers. 5str Should add 1 dmg to a spell unless it has cast times longer then 1sec then it should be (dps stat/5) x castime.
On dots it should be (dps stat/5) x dot duration/3 for every tick and with a spell like BAL i think end dmg is just dps stat/5. But not sure here.
Pulsing effects like Inevteble Doom amd Gloom of Night i think only gets dps stat/5 aswell.
Image

Luth
Posts: 2840

Re: New cap dmg

Post#74 » Thu Feb 25, 2016 10:55 am


User avatar
roadkillrobin
Posts: 2773

Re: New cap dmg

Post#75 » Fri Feb 26, 2016 6:42 am

wow thats really intreastimg, and massivly inconsistant :)

edit: Wait i think i remember now, This was added pretty late to the game to boost single target dmg if i remember right.
Everything used the same algorithm before, but after consistant whine that AoE did almoast the same dmg as ST this was added not to really nerf AoE but to subtle boost ST :)
Image

User avatar
roadkillrobin
Posts: 2773

Re: New cap dmg

Post#76 » Sat Feb 27, 2016 4:00 pm

lol i just realized that with AoE's only getting 50% contribution fron str/int/bs that stacking toughness as mainly RVR player is close to pointless. I have to redo a bunch of math now and see if slotting Crit Reduction in worst case scenarios isn't actually better for RVR
Image

User avatar
roadkillrobin
Posts: 2773

Re: New cap dmg

Post#77 » Sat Feb 27, 2016 9:37 pm

Ok math has been done, if it's actually true that the majority of AoE dps skill only gets 0.5 stat contribution like it's said in the link a couple post above. Then it's actually marganilly better to stack iniitive for RVR then it is to stack Toughness. Up to about 312 inititve at rank 35, then you start seeing massivly deminishing return on it. You also need to keep in mind that there are RNG factors to crit reduction. This math were done against 100 attacks of Firey Blasts were BW had 60% Base crit Chance with the buff from Dirty Tricks and the +10% Chance to bre crit from Encourage Aim, It's actually the worst case scenario for iniative and it still beat toughness
I'm not 100% confident that my math is 100% correct, If someone with better understanding of the game got different ressault. Pls inform me :)
Image

User avatar
TenTonHammer
Posts: 3806

Re: New cap dmg

Post#78 » Sat Feb 27, 2016 10:24 pm

Iniative stacking dosnt seem that rewarding atm tbt

It's better to just drop pts into futile strikes
Image

Ads
Annaise16
Posts: 341

Re: New cap dmg

Post#79 » Sat Feb 27, 2016 11:12 pm

Sizer wrote:
Annaise16 wrote:People's memories are so short. Massive dps spikes and short ttk weren't introduced with the rr80-100 patch, they were always part of the game in tier 4. A lot of people were always unhappy with the short ttk. That is why defensive sovereign sets were introduced when sov gear was re-designed.

Annihilator gear should help the current situation because they were the healing sets for the healing classes, while the dps annihilator sets had a bias toward defensive stats on most classes.

For now, encourage people to spec more defensively if they are unhappy with the ttk. I always hated the fact that the AOR devs were too timid to put a page on the game's website that would encourage people worried about ttk to spec more defensively, and show them how to do so. Instead, all we got were idiots on the forums telling people that wanted to run a more defensive spec on their dps toons (and tanks) that it was a waste of time and that they would never kill anything.
This is such a poor line of reasoning. "Well if dps is too high just play only a full deftard wp/dok and it wont be so high!". Seriously, we dont all want to play those classes, and fyi, the other 4 healers DO spec full retard, they have to in order to have even the slightest chance of surviving.

In fact, pretty much everyone except dps DID spec full retard on live, and the only reason dps couldnt spec full retard was that without going glass cannon theyd have no chance of killing anyone being healed by 2x wps, even if the wps were full retard they could outheal anything but a glass cannon (and ofc 2x dok groups were the same thing). And everyone hated it, except the people who played in the 2 tank 2 mdps 2 wp/dok groups 24/7.

Sounds like youre the one who doesnt remember live. Just because TTK was measured in seconds for most of live it doesnt mean it was a good thing.

Also, to stay on track, hit a 1450 auto on my choppa earlier, and wasnt capped on str. Next time il have to ss it.

Yep, you're one of the idiots. If dps are worried about ttk, they should spec more defensively. They won't do as much damage, but then a toon doesn't do any damage when it's dead.
Last edited by Annaise16 on Sun Feb 28, 2016 1:21 am, edited 1 time in total.

User avatar
roadkillrobin
Posts: 2773

Re: New cap dmg

Post#80 » Sat Feb 27, 2016 11:14 pm

Yes, problem is that the cap is rr40.
And points into both Block and Disruot is better then FS
Image

Who is online

Users browsing this forum: Bing [Bot], Panzerkasper and 8 guests