The most common examples are probably the Divine Fury tactic or the +5% damage on the Bloodlord Weapons.PartizanRUS wrote: ↑Thu Aug 06, 2020 10:03 amToughness mitigation. Incoming damage multipliers are armor and resists against magic ?ReturnOfReckoning wrote: ↑Thu Aug 06, 2020 8:37 am [Combat formulas]
- Absorb is now applied before toughness, armor and resist mitigation.
- Toughness mitigation is now applied after outgoing damage multipliers, but before incoming damage multipliers.
Which is outgoing damage multiplier ? Primary stat, bonus damage ?
Patch Notes 06/08/2020
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Re: Patch Notes 06/08/2020
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Re: Patch Notes 06/08/2020
At long last, some little tweaks in proper direction.
I almost lost all hope and now a glimpse of it is increasing, thanks for patch.
As IB main i'd like to say that those 3 small changes are good and a huge one (on demand root break) - open up quite a lot of possible synergies which order lacks very desperately.
Combat formulas change is hard to comment cause it was kinda unclear how exactly it worked previously. It may make some classes overperform now hugely, or may not. We will see. If its possible could you clarify the dmg reduction rule and its order in overall scheme (previous and current)? Such a huge nerf to toughness as a stat may even go unnoticed as whatever was the previous part of code on practice it made very little sense to stack it before 800-900 values on a tank and even then it was tertiary (to put it very very mildly) defensive stat anyway.
Thanks for your work.
I almost lost all hope and now a glimpse of it is increasing, thanks for patch.
As IB main i'd like to say that those 3 small changes are good and a huge one (on demand root break) - open up quite a lot of possible synergies which order lacks very desperately.
Combat formulas change is hard to comment cause it was kinda unclear how exactly it worked previously. It may make some classes overperform now hugely, or may not. We will see. If its possible could you clarify the dmg reduction rule and its order in overall scheme (previous and current)? Such a huge nerf to toughness as a stat may even go unnoticed as whatever was the previous part of code on practice it made very little sense to stack it before 800-900 values on a tank and even then it was tertiary (to put it very very mildly) defensive stat anyway.
Thanks for your work.
Last edited by nocturnalguest on Thu Aug 06, 2020 11:56 am, edited 2 times in total.
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- Posts: 246
Re: Patch Notes 06/08/2020
I like the IB changes. Going in the right direction by changing useless tactics to provide more group-utility (okay, besides Relentless Training. This one still looks useless to me with the 5sec icd).
Does the AP gain from Told Ya So also apply to myself when using it?
Does the AP gain from Told Ya So also apply to myself when using it?
~~ Guild leader of Elements & Elementz ~~
Order: Grombrindal (IB), Gromsson (Engi), Dwaini (RP), Snobbi (Slayer), Khadgar (BW)
Destruction: Xeyron (Magus), Antyria (DoK), Antyrai (Witch Elf), Medigit (Smol Waaaghboss)
Order: Grombrindal (IB), Gromsson (Engi), Dwaini (RP), Snobbi (Slayer), Khadgar (BW)
Destruction: Xeyron (Magus), Antyria (DoK), Antyrai (Witch Elf), Medigit (Smol Waaaghboss)
Re: Patch Notes 06/08/2020
hm.... hm.... hm....Revert the earlier primary stat multiplier (PSM) increases on the Path of Monstrosity AoE abilities. The single target damage increases and the increases in other masteries are kept.
-Demolition: PSM 1.13 -> 0.86
-Mouth of Tzeentch: PSM 1.0 -> 0.75
-Wave of Mutilation: PSM 0.55 -> 0.38
-Concussive Jolt: PSM 1.25 -> 0.86
- Wrecking Ball: PSM 0.33 -> 0.22
"thunderous blows : nerfed by almost 50% the debuff wounds value, cd increase from 5 to 10 and moved it from 6 pts sava to 13 points ( which is very weak now with new sets ) .
armor deuff : cant say nothing i think i started to play ror after they changed/nerfed it.
draining swipe : they turn it from 13 points into 6 points, pretty weak debuff ( seems like useless ) CD 10 but it last only 5 secs.
removed all mutation procs from throw axe.
monstro proc : seems to be a bit more weak till 2/3 years go.
brutality tree has too high ap costs and no reasons to train it more after 9 points."
when moral drain was killed (its unplayable) but we got some + dps buff)
And now we get dps nerf because army of rangeSW/BW/Engi cant fight agains mele train without heals and tanks. Good job!
Welcom to gimp and farm twink agane.
Last edited by VkdswWH on Thu Aug 06, 2020 12:25 pm, edited 1 time in total.
Vicgrim - magus
Vicgrimm - marauder
Vicgrimm - marauder
Re: Patch Notes 06/08/2020
From my tests on live, it went toughness, then absorb. Was easy to test with BG having Terrifying Foe and Shield of Rage. If it went absorb and then toughness, then the toughness buff would have no impact on the amount absorbed, but that was not the case. An increase in toughness would reduce the amount absorbed due to the increase in mitigation from the toughness buff.sundey wrote: ↑Thu Aug 06, 2020 9:54 am
Probably because it's so open to abuse? Especially for long-cooldown abilities. If getting stuck is a common enough issue, maybe a flight master could be added to the starting regions that require a min level to use (if that's possible), if devs don't want lowbies to use it.
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I thought toughness mitigation applied before absorbs on live? Might be wrong.
Neviirien. Blackguard. Badlands Server. Originally from Magnus.
Re: Patch Notes 06/08/2020
You got dps nerf because high aoe dps on hero with great survivability and cc abilities doesn't make any sense. You cannot have everything on 1 dps characted. ST damage is still buffed (which is fair) and aoe spec mara is high survivability debuffer which is, again, fair. With 100% armor shrug, aoe kd, better interrupt, better pull (doesn't require pet) you shouldn't be outdamaging WL with lesser survivability and only 1 (subpar) interrupt for cc in wb play.
Re: Patch Notes 06/08/2020
stop trolling please. not funbetter pull (doesn't require pet)
Vicgrim - magus
Vicgrimm - marauder
Vicgrimm - marauder
- anarchypark
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Re: Patch Notes 06/08/2020
dalen wrote: ↑Thu Aug 06, 2020 10:46 amThe most common examples are probably the Divine Fury tactic or the +5% damage on the Bloodlord Weapons.PartizanRUS wrote: ↑Thu Aug 06, 2020 10:03 amToughness mitigation. Incoming damage multipliers are armor and resists against magic ?ReturnOfReckoning wrote: ↑Thu Aug 06, 2020 8:37 am [Combat formulas]
- Absorb is now applied before toughness, armor and resist mitigation.
- Toughness mitigation is now applied after outgoing damage multipliers, but before incoming damage multipliers.
Which is outgoing damage multiplier ? Primary stat, bonus damage ?
BL weapon, vanq set bonus, tactics, they hit harder now?
how about challenge and guard? are they incoming ~, same as b4 ?
SM8, SW8, AM8, WL7, KoBS5, BW5, WP8, WH7, IB7, Eng5, RP5, SL6
BG8, Sorc8, DoK8, WE7, Chs8, Mg8, Ze7, Mara8, BO6, SH7, Shm5, Chop4
SC summary - viewtopic.php?f=8&t=20415
( last update : 2020.06.09)
BG8, Sorc8, DoK8, WE7, Chs8, Mg8, Ze7, Mara8, BO6, SH7, Shm5, Chop4
SC summary - viewtopic.php?f=8&t=20415
( last update : 2020.06.09)
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Re: Patch Notes 06/08/2020
They should put a flight master at the spawns, with a lvl 10+ requirement to use. Or change the crash "spawn" point to the city.
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