[Implementation Feedback] Morale Gain
Re: Morale Gain
Yeah, I missed the ones that affect regeneration directly, I just queried for +/- morale.
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- roadkillrobin
- Posts: 2773
Re: Morale Gain
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Re: Morale Gain
Problem of that all topic is that you are looking at 1 issue with complete disconnection to any other balancing issue. I understand that you need to fix 1 thing at the time and cannot change everything but "fixing" morale bump tactics without looking at anything else is going to only dis-balance the game further.
Maybe, as a proposal, lets swap the tactics around - give choose +10% crit tactic and give KOTBS morale bump. In the same way give SW morale bump from squig and squig to receive party buff crit.
Lets play a week like that and see what feedback there is. In that way both sides can say what is better and what is balanced. And you can make a judgement what to do.
Maybe, as a proposal, lets swap the tactics around - give choose +10% crit tactic and give KOTBS morale bump. In the same way give SW morale bump from squig and squig to receive party buff crit.
Lets play a week like that and see what feedback there is. In that way both sides can say what is better and what is balanced. And you can make a judgement what to do.
Re: Morale Gain
Morale bombing was bad and current lower rates make the game better > keep the reduced morale gain rate
Morale tactics that still have the old rate over performs > adjust them to the reduced rate
Other stuff is unbalanced > change other stuff
Morale tactics that still have the old rate over performs > adjust them to the reduced rate
Other stuff is unbalanced > change other stuff
Last edited by Bozzax on Fri Nov 04, 2016 2:30 pm, edited 4 times in total.
A reasonable RvR system that could make the majority happy http://imgur.com/HL6cgl7
- roadkillrobin
- Posts: 2773
Re: Morale Gain
Ok so I did some math with having ID up 20 sec every minute vs having excelled crit rate of 30% with 100% uptime. Wich are both best case scenarios. I used 1.70 crit dmg as it's good middle gound between 1.40 and 2.60.
I calclulated this by doing 2 hits for 100 every second for 60 seconds.
30% crit is effectivly 21% dmg increase.
Base dmg without any modifers: 100dmg x 120 hits = 12000 dmg
Base dmg with crit modifier: 121dmg x 120 hits = 14400 dmg
Crit Dmg vs ID: 121dmg x 80hits = 9680 dmg + 30,25dmg x 40 hits = 1210 (total 10890)
So for this example destro will do roughly the dmg without any modifiers
While order will have the crit modfiers 100% up. As you see here the difference is quit big at 2400 dmg or 21% from the crit tactics. When we add the 20 seconds of ID on the Destruction Defences the order dmg shrinks to almoast 10890 wich is pretty close to the 12000 dmg deals.
As you see with these caclultaion is that having acess to ID on "cooldown" and having 30% static excelerated crit rate pretty rewards the simular ressault. And that havn't even counted for the healing that the crit tactics do. When you take that into consideration i'm pretty sure the difference is pretty close to to none. And the fact that Destruction doesn't have acess to ID at thee start of the fight and starts as the underdog should ballance these things out.
I calclulated this by doing 2 hits for 100 every second for 60 seconds.
30% crit is effectivly 21% dmg increase.
Base dmg without any modifers: 100dmg x 120 hits = 12000 dmg
Base dmg with crit modifier: 121dmg x 120 hits = 14400 dmg
Crit Dmg vs ID: 121dmg x 80hits = 9680 dmg + 30,25dmg x 40 hits = 1210 (total 10890)
So for this example destro will do roughly the dmg without any modifiers
While order will have the crit modfiers 100% up. As you see here the difference is quit big at 2400 dmg or 21% from the crit tactics. When we add the 20 seconds of ID on the Destruction Defences the order dmg shrinks to almoast 10890 wich is pretty close to the 12000 dmg deals.
As you see with these caclultaion is that having acess to ID on "cooldown" and having 30% static excelerated crit rate pretty rewards the simular ressault. And that havn't even counted for the healing that the crit tactics do. When you take that into consideration i'm pretty sure the difference is pretty close to to none. And the fact that Destruction doesn't have acess to ID at thee start of the fight and starts as the underdog should ballance these things out.

Re: Morale Gain
Problem is if you are going to nerf morale bump for destro, order will get even more edge than they have today. If you want to change that you need to give them something or destro will just quit.
I understand that issues should be changed one by one but just nerfing one side without giving them something back is stupid and will drive people away from that project.
I understand that issues should be changed one by one but just nerfing one side without giving them something back is stupid and will drive people away from that project.
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Re: Morale Gain
Your post shows exactly why this should be nerfed, first you nitpick a situation where "order wins" because they have all those m2 at the 30-40 seconds mark, which is fairly impossible considering that currently no order tanks have a morale pump and with one you will reach m4 before the ones without it will reach m2.Haojin wrote:-I totally disagree with that. Here's the reason:
When you fighting on open field, most of the fights ends in 30-40 seconds. That means everyone relying on "early morales" which destro lacks.
Then your output of damage is based on order having 13 (8 tanks 4 bw 1 sw) people using their morale and destru somehow are only able to field 10 (8 tanks 2 marauder), that alone is a show that you are not really willing to paint a equal view here when just adding 3 marauder would make the damages equal at 8400 but i guess that didnt help your point at all.
But lets leave that aside for a second and think about what you are stating with the "early morale dump" situation, you are justifying Destruction having an advantage, a clear one being able to pop m4 on cd, because order has a window where they can dump m2 on you.
Order has a window to kill you in a specific time frame so that makes you having the upper hand after that completely fine.
I guess i dont really have to explain how flawed a balance is when it relies on one side having a small time frame to kill and the other has the upper hand for the rest of the fight, making one side a one trick pony.
Re: Morale Gain
And all of those calculations show that is it similar result and are done based on 1.7 crit dmg, what is showing lower crit damage than it should be as it is definitely not a middle ground between 1.4 and 2.6roadkillrobin wrote:Ok so I did some math with having ID up 20 sec every minute vs having excelled crit rate of 30% with 100% uptime. Wich are both best case scenarios. I used 1.70 crit dmg as it's good middle gound between 1.40 and 2.60.
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