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Patch Notes 13/10/17

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Telmorial
Posts: 14

Re: Patch Notes 13/10/17

Post#131 » Sat Oct 14, 2017 5:19 am

Secrets wrote:
Telmorial wrote:Will other player's DOT damage break my detaunt on a target?
For example;
1. There is an mpds with various DOTs on him (none from me).
2. The mdps starts to attack me, I detaunt him and run (so still no DOTS or other damage from me).
3. Will the DOTs already applied (and still ticking) from other players on that mdps break my detaunt?
No.
Thanks very much for the quick answer.

In that case, what about this idea? When I case detaunt, it clears all my DOTs on the enemy target.
Unless my understanding is incorrect, the way it is now, if I DOT up someone then they attack me, there isn't much point detaunting them (because 1 of my DOT ticks will probably break the detaunt)?
But if my detaunt cleared all my DOTs, then at least I could use the detaunt as it was intended (but lose the damage I was doing from the DOTS).

Thoughts? Amazing or simply stupid idea? :P

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wargrimnir
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Re: Patch Notes 13/10/17

Post#132 » Sat Oct 14, 2017 5:22 am

Pardon the double boot. Happens sometimes when things break. :)

All part of the Alpha Experience!
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[email protected] for exploits and cheaters.
grimnir.me Some old WAR blog

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Secrets
Former Staff
Posts: 413

Re: Patch Notes 13/10/17

Post#133 » Sat Oct 14, 2017 5:29 am

Telmorial wrote:
Secrets wrote:
Telmorial wrote:Will other player's DOT damage break my detaunt on a target?
For example;
1. There is an mpds with various DOTs on him (none from me).
2. The mdps starts to attack me, I detaunt him and run (so still no DOTS or other damage from me).
3. Will the DOTs already applied (and still ticking) from other players on that mdps break my detaunt?
No.
Thanks very much for the quick answer.

In that case, what about this idea? When I case detaunt, it clears all my DOTs on the enemy target.
Unless my understanding is incorrect, the way it is now, if I DOT up someone then they attack me, there isn't much point detaunting them (because 1 of my DOT ticks will probably break the detaunt)?
But if my detaunt cleared all my DOTs, then at least I could use the detaunt as it was intended (but lose the damage I was doing from the DOTS).

Thoughts? Amazing or simply stupid idea? :P
My opinion (note it's not the law of the land, it's just my opinion)

It's a pretty silly idea. If you don't want to land an attack on the person for fear of breaking detaunt, don't attack them.

I understand AOE dots are a thing and applying pressure with multiple dotted targets is a thing, but slapping on dots to random targets isn't smart or emergent gameplay. You should be able to be punished for landing hard AOE pressure on players, as this game isn't designed around having classes that land hard AOE pressure for the sole sake of healers not being able to react to it with their toolkits. Do you remember why AOE from sorc/BW was nerfed on live? It's for the exact same reason. There's no strong group heals/cleanses aside from a few abilities.

Most games don't even have a 'detaunt' mechanic in them that works like Warhammer Online - a personal anti-burst ability should not be on a 10s cooldown with a 5s duration. There is nothing fun about picking a target and having your burst fail, but have AOE dot pressure work to kill a group.

I would rather see detaunt reworked when we have client control to be a personal damage reduction that does not break on damaging anyone for non-tank classes on a longer cooldown, if there's anything that we should do it's that.

Annaise16
Posts: 341

Re: Patch Notes 13/10/17

Post#134 » Sat Oct 14, 2017 5:51 am

Secrets wrote:
Annaise16 wrote:
Secrets wrote:
I'd rather not do a contested roll out of 100. Otherwise, the bonuses from strength will always outweigh weaponskill, and always result in a negative value to parry from strength/weaponskill. Or if it's the other way around, you'll be nearing 100% parry. Neither are good.

Item stats, though - Parry% from items is added to the contested defense added from weaponskill, much like the tooltip for the items imply. Meaning that if you have 18.2% from weaponskill, and 9% from the items you have equipped, you now have 27.2% contested parry chance and have to roll a number between 0 and (100 + the offensive strikethrough %)


So, are you saying that a +10% Parry tactic, or +10% from dual wield, or renown, etc. should not improve your parry by 10%, but instead should improve your parry chance by 10% / (1 + removed defense + strikethrough bonuses), which is always going to be less than the +10% value on the tactic, gear item, etc.

For example, a level 40 attacker that has 1050 strength and no strikethrough bonus will change a +10% parry tactic into a +7.15% improvement in the defender's chance to parry, instead of the +10% value that is on the tactic.

Similarly, +20% bonus would turn into +14.3%, +30% would really be +21.4%, etc.
Yes and no - strength adds to the strikethrough bonus. 1050 strength will be (((1050) * 100) / (((40 * 7.5) + 50) * 7.5)) = 40 strikethrough from stats. This is the only source of strikethrough at this point in the game.

That means that you roll a number between 0 and 140. The contested chance on the defender is the number that we compare to the random number.

For example, let's say we have 1050 weaponskill which adds 40% base parry and have no parry from other sources. Let's say the attacker has equal strength.
Pick a random number between 0 and 140.
If it's less than 40, you will parry.

The problem is that the attacker's offensive stat is not just applying strikethrough to the defender's weapon skill contribution to parry in the method you are using. It's also being applied to the + % parry bonuses from tactics, abilities, gear, and renown abilities. I'll provide a detailed example to illustrate this.

Example 1
For 2 level 40 toons.

Attacker's strength is 1050. They have no other strikethrough bonus.
Defender's weapon skill is 400. Assume they have no parry bonuses.

The method you have implemented will give the parry % from weapon skill as:

WS base parry% = weapon skill x 100 / (350 x 7.5) = 400 x 100 / (350 x 7.5) = 15.2%

and the attacker's strikethrough due to strength will be:

STR strike% = strength x 100 / (350 x 7.5) = 40.

So the attacker rolls a number between 0 and 140, and if the number is smaller than 15.2, the defender has successfully parried the attack. If the roll is larger than 15.2, the attacker successfully hits the defender.


The proceeding method is mathematically equivalent of giving the defender a chance to parry equal to:

final parry % = <WS parry%> / (100 + <STR strikethrough %>) = 15.2 / (100 + 40) = 10.9%.

and then making a roll out of 100. Keep the 10.9% chance to parry in mind when we compare this example with the following example.


Example 2
Now let's assume that the defender from the previous example has a +20% parry bonus from a tactic, etc. The other stats remain the same.

The defender's base chance to parry based on weapon skill and % bonus will be:

base parry% = WS contribution + 20% = 15.2% + 20% = 35.2%

The attacker's strikethrough value will still be equal to 40.

So the defender's chance to parry will be

final parry % = 35.2 / (100 + 40) = 25.1%.

Now compare this value with the 10.9% from Example 1. We can see that the defender's +20% parry bonus has actually contributed only (25.1% - 10.9%) = 14.2% extra parry, instead of the +20% on the tactic, ability, etc tooltip.

This is the point that I am trying to clarify. Should the % defense bonuses count for less than their tooltip values?

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anarchypark
Posts: 2085

Re: Patch Notes 13/10/17

Post#135 » Sat Oct 14, 2017 6:01 am

Secrets wrote: I'd rather not do a contested roll out of 100. Otherwise, the bonuses from strength will always outweigh weaponskill, and always result in a negative value to parry from strength/weaponskill. Or if it's the other way around, you'll be nearing 100% parry. Neither are good.

Item stats, though - Parry% from items is added to the contested defense added from weaponskill, much like the tooltip for the items imply. Meaning that if you have 18.2% from weaponskill, and 9% from the items you have equipped, you now have 27.2% contested parry chance and have to roll a number between 0 and (100 + the offensive strikethrough %)
correct me if i'm wrong plz.
let's say attacker have 40% strikethrough. that's 0~140 roll.
defender have 20% parry.
roll result:
0~20 : parry.
21~140 : strikethrough.
that's 20:140=x:100 -> 14% parry.
50->35
80->57
100->71
higher you invest in avoidance, strikethrough counter it better.
avoid invester loses more and more while opposition invest none further.
you get diminishing retruns from avoidance stat.
comparing offence and avoidance, offence have more advantage.

attackers have free strikethrough with main stat. 900 stat is 33+- afaik. 1ws = 0.038 parry
avoidance stat is secondary stat. WS, init, WP( maybe exception ).
not enough gears for it.

stat importance is too high on main offensive stats imo.
i'm not saying good/bad or right/wrong. we need more tests. HtL, TTK etc.
like Dev said, 100% strikethrough, 100% avoid, Neither are good.

here is little thought.
strikethrough vs avoidance all come from secondary stats?
and more gear variety for it?
WS for both parry and parry strikethrough. too simple? hmmm
Last edited by anarchypark on Sun Oct 15, 2017 5:25 am, edited 2 times in total.
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KikkL
Banned
Posts: 263

Re: Patch Notes 13/10/17

Post#136 » Sat Oct 14, 2017 6:12 am

Secrets wrote:
KikkL wrote:I Just want to clarify with new DoT check system.

So, I cast a DoT on someone(12s, spiritual damage) and then I apply a spiritual debuff.
On next DoT tick the new spiritual debuff will apply its affect, raising damage of DoT.
Is this correct?

Also if that is correct, does it raise the damage of all DoTs(including other peoples DoTs) on the person of the debuff if applied to the damage type?
Yes, it will raise the damage of all dots that are currently applied. Damage is calculated on tick time now, instead of cast time. This means if your first attack is a spirit-based dot, and then you cast a spirit debuff on your target, you will deal more damage on the ticks that occur after the spirit debuff.
Great! Thanks!

Ourihill88
Posts: 5

Re: Patch Notes 13/10/17

Post#137 » Sat Oct 14, 2017 6:25 am

https://imgur.com/lgA0al9

https://imgur.com/izzwqqf

Is this real life?

How to destroy magus 101

my stats 700 int , lvl 29.. should be near hard cap INT for my lvl... revert this patch for realz.

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Secrets
Former Staff
Posts: 413

Re: Patch Notes 13/10/17

Post#138 » Sat Oct 14, 2017 6:32 am

Annaise16 wrote: Should the % defense bonuses count for less than their tooltip values?
The whole purpose of strikethrough is not to cut into the other person's actual parry value, but to provide a harder time to actually perform the parry.

So yes - your overall parry will be lower than the tooltip says it is because that tooltip is your individual chance to parry. We can't show the opponent's parry strikethrough on the paperdoll for obvious reasons. It will be accurate for your side of the equation, which is your defensive parry chance in the formula, though. Knowing how much strikethrough your opponent has gives a clear advantage to you, hence why we don't do that. It adds a dimension to the game that is otherwise unheard of previously.

I believe I mentioned this before, but just in case I didn't - the old formula was resulting in an even smaller parry chance than what we have now. So small, that the overall parry chance was more like -6% to 17% for some squishy mdps/rdps classes, even with full renown rank traits. It's considerably higher now, and we feel like it's an improvement over the old system as it allows defensive builds to be built now.

Some classes like SMs can get up to 87% parry. Some skills boost parry to 200% like morales. Those will still function as we removed the cap from parry rather recently.

So if you have a crazy amount - say, 237% chance to parry, and your opponent has 37% strikethrough, you will parry every time because the roll will always be a number below 137.

This allows those insane values to work without having to cap them. Whether or not it's like live factors in parry is irrelevant, really, because it's a better system.

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Secrets
Former Staff
Posts: 413

Re: Patch Notes 13/10/17

Post#139 » Sat Oct 14, 2017 6:45 am

Ourihill88 wrote:https://imgur.com/lgA0al9

https://imgur.com/izzwqqf

Is this real life?

How to destroy magus 101

my stats 700 int , lvl 29.. should be near hard cap INT for my lvl... revert this patch for realz.
KOTBS is bolstered, so he's effective level 36. May need to adjust that for new formulas which take into consideration effective level. Thanks for reporting that, we'll discuss it.

AM's primary stat is willpower. Will have significantly more disrupt than the BW that you're not attacking. Working as intended.

Faef
Posts: 88

Re: Patch Notes 13/10/17

Post#140 » Sat Oct 14, 2017 7:02 am

Secrets wrote:
Annaise16 wrote:
Annaise16 wrote: math+english, my brain exploded.
so, strength now reduce parry chance from item/RR/skill? ( from .getstat values )
and weapon skills provide more parry than b4?



Yes. This is how I read it. I wonder if it's intentional.

To restore the % bonuses to their full percentage amounts they should use the contested chance and then a straight probability roll out of 100.

The contested chance should not include bonuses:

contested chance % = 100% x parry% / (100 + removed defense %)

The bonuses should be added to this and then a new roll made out of 100.

Final success % = contested chance + parry bonuses - strikethrough bonuses


Apology: Stuffed up the quotes.

Any word on how defense bonuses are adding?
I'd rather not do a contested roll out of 100. Otherwise, the bonuses from strength will always outweigh weaponskill, and always result in a negative value to parry from strength/weaponskill. Or if it's the other way around, you'll be nearing 100% parry. Neither are good.

Item stats, though - Parry% from items is added to the contested defense added from weaponskill, much like the tooltip for the items imply. Meaning that if you have 18.2% from weaponskill, and 9% from the items you have equipped, you now have 27.2% contested parry chance and have to roll a number between 0 and (100 + the offensive strikethrough %)
How's does this effect repel blasphemy and confusing movements please? Both give a 100% parry, so would someone with strikethrough and a high roll still hit? Or is that me reading it to literal and both abilities do parry all incoming, for that period?

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