Farrul wrote: ↑Sun Aug 25, 2024 2:38 pm
Garamore wrote: ↑Sat Aug 24, 2024 8:09 am
If the whole server goes ranged dps then the game doesn’t work. Yesterday in ostland had two sides standing at 100ft and any mdps that moved forward got evaporated.
Florian90210 wrote: ↑Sat Aug 24, 2024 8:27 am
rDPS meta will kill game fast. And it was getting ridiculous all this year, but balance team make it even worse nerfing mdps and buffing ranged. SW got huge buff with crit for both ranged and melee.
Balance team proved that they are not suitable for this work.
Hence what players with some sense left have been saying all along, it is time to improve defences against ranged characters.
Disrupt/dodge strikethrough must be lowered, remove strikethrough from Intelligence/ Ballistics completely. Deft defender even maxed provides almost no defences unless standing behind a shield tank. This should change.
Magic dps casters - especially Shamans, Arch mages, Magus need to be nerfed in how much % damage they penetrate, with no investments these classes penetrate equal or morel to phys classes spending tons of stats in weapons skill, lower their resistance debuffs from 350-370 to 170-180.
Sorc, bW could keep higher penetration since their squishy and cause self harm, they also had crit nerfed a bit recently. these two classes people at least use in organized parties unlike Shamans, Arch mages, Magus who are spamned by solo roamers just zerg surfing and getting easy renown/kills. A disease on this server. ( The same is true for SW & SH, they unlike casters must build WS so nerfing their strikethough is needed).
You aren't wrong.
Under the former avoidance formula, "Defense Stat" (Weapon Skill, Initiative, Willpower) was directly checked against "Offense Stat" (Strength, Ballistic Skill, and Intelligence) as such:
DefenseStat/OffenseStat*7.5 = Avoidance gained from Defense Stat
And then flat avoidance bonuses (Parry, Dodge, Disrupt) were added while flat avoidance strikethrough bonuses were subtracted.
This had the downside of a player never really knowing how much avoidance their Defense Stat added because it was directly dependent on how much Offense Stat the attacker had, providing anywhere from 0 to 7.5% avoidance (though it could be estimated by dividing Defense Stat by 140 to act as if Offense Stat was 1050), but it had the upside of Offense Stat being unable to strikethrough the flat avoidance bonuses the player had.
E.g. DefenseStat/OffenseStat*7.5 would equal 0 (or some other low number) and then the flat avoidance and strikethrough bonuses would do their things.
Since January 2024, Offense Stat and Defense Stat now operate individually and function basically as flat strikethrough and avoidance bonuses, respectively. This means that a high Offense Stat can effectively nullify a defending player's entire Defense Stat
and flat avoidance bonuses if they aren't high enough.
A simple way the devs could fix this is by including an IF( statement in the formula such that if the strikethrough provided by Offense Stat reduces the avoidance provided by Defense Stat below zero that it would instead equal zero before the remaining bonuses (avoidance and strikethrough) are added to the equation.
This would of course carry the downside of not being immediately clear to players that the strikethrough provided by their Offense Stat cannot reduce avoidance bonuses (that part of the equation would be floored at 0, instead of allowing negative numbers) but the overall formula would function more akin to how Live and RoR functioned for years while still allowing Defense Stat tooltips to provide accurate avoidance numbers (eg uncoupled from Offense Stat).