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Re: Patch Notes 12/08/2020
Posted: Wed Aug 12, 2020 7:05 pm
by Duukar
dalen wrote: Wed Aug 12, 2020 11:27 am
Sundowner wrote: Wed Aug 12, 2020 11:20 am
Thanks for the great work, very nice patch!
- The 75% mitigation cap on toughness is removed. With the fixed damage formulas we suspect this is no longer needed, so it is removed for now.
Can you elaborate on that, how formulas were changed/fixed and how it affected toughness?
In last patch the order of absorb & armor/resist mitigation was fixed, but order of some of the damage multipliers and toughness mitigation was wrong in some cases. That's fixed in this patch for both direct damage, proc damage, dot damage and auto attack damage.
Basically the order should be same as live now: Damage + Weapon DPS + Stat Contribution -> Toughness mitigation -> Damage multipliers -> Absorb -> Crit -> Armor/Resist -> Guard
Sorry does this mean toughness is more effective now?
Re: Patch Notes 12/08/2020
Posted: Wed Aug 12, 2020 7:09 pm
by SpacestarKid
ReturnOfReckoning wrote: Wed Aug 12, 2020 10:24 am
HoTs and DoTs will no longer refresh the tick timer when they are reapplied, and the remaining time of the current interval is carried over to the new HoT/DoT.
No kidding? Then do the same for tanks' snares - when I'm getting 2-3 time stacks of the same skill and being snared for 15-20 sec instead of 10.
ReturnOfReckoning wrote: Wed Aug 12, 2020 10:24 am
- You can no longer delete mail when it still contains gold or items.
Oh, no, pls! The only chance to get rid of **** bags not touching them! Don't take it away, pleeease! Special bags is the fckn joke itself, now this?
Re: Patch Notes 12/08/2020
Posted: Wed Aug 12, 2020 8:16 pm
by Cimba
dalen wrote: Wed Aug 12, 2020 11:27 am
In last patch the order of absorb & armor/resist mitigation was fixed, but order of some of the damage multipliers and toughness mitigation was wrong in some cases. That's fixed in this patch for both direct damage, proc damage, dot damage and auto attack damage.
Basically the order should be same as live now: Damage + Weapon DPS + Stat Contribution -> Toughness mitigation -> Damage multipliers -> Absorb -> Crit -> Armor/Resist -> Guard
Do you count "negativ" damage multipliers like detaunt also as damage multipliers or do they have a different category?
Re: Patch Notes 12/08/2020
Posted: Wed Aug 12, 2020 8:21 pm
by dalen
Cimba wrote: Wed Aug 12, 2020 8:16 pm
dalen wrote: Wed Aug 12, 2020 11:27 am
In last patch the order of absorb & armor/resist mitigation was fixed, but order of some of the damage multipliers and toughness mitigation was wrong in some cases. That's fixed in this patch for both direct damage, proc damage, dot damage and auto attack damage.
Basically the order should be same as live now: Damage + Weapon DPS + Stat Contribution -> Toughness mitigation -> Damage multipliers -> Absorb -> Crit -> Armor/Resist -> Guard
Do you count "negativ" damage multipliers like detaunt also as damage multipliers or do they have a different category?
They are also done in the damage multipliers step. Bonuses are additive and reductions are multiplicative.
So for example Divine Fury (+25%) and Bloodlord weapon (+5%) is +30% damage.
However Immaculate Defense (-75%) and Vigilance (-50%) is -87.5% damage.
Re: Patch Notes 12/08/2020
Posted: Wed Aug 12, 2020 8:30 pm
by Omegus
dalen wrote: Wed Aug 12, 2020 11:27 amBasically the order should be same as live now: Damage + Weapon DPS + Stat Contribution -> Toughness mitigation -> Damage multipliers -> Absorb -> Crit -> Armor/Resist -> Guard
Looks like toughness is back on the menu \o/
Re: Patch Notes 12/08/2020
Posted: Wed Aug 12, 2020 8:46 pm
by Bobbiom
Nice patch!
Re: Patch Notes 12/08/2020
Posted: Wed Aug 12, 2020 8:55 pm
by baurogg
Why that focus on Scenarios? Scenarios favour premades and a handful of classes.
Patch SCs out of the game and bring all rewards to rvr. Make cities a huge rvr zone again. SCs only work in a game like WoW where in theory every class can beat all other classes. It doesnt work in a game which has rock, paper, scissors system.
Btw. was playing one short match in ranked solo. Destro was premade with high possibility. Guess they just have to join queue at the same time cause there are not many player participating. Not joining queue again, keep your rewards.

Re: Patch Notes 12/08/2020
Posted: Wed Aug 12, 2020 8:59 pm
by Rydiak
baurogg wrote: Wed Aug 12, 2020 8:55 pm
Why that focus on Scenarios? Scenarios favour premades and a handful of classes.
Just patch them out of the game and bring all rewards to rvr. Make cities a huge rvr zone again.
Yes, ranked
group scenarios do tend to focus on premades. They are
group for a reason. You can queue for the solo ranked scenario if you don't want to face off against groups.
Re: Patch Notes 12/08/2020
Posted: Wed Aug 12, 2020 9:04 pm
by baurogg
Rydiak wrote: Wed Aug 12, 2020 8:59 pm
Yes, ranked
group scenarios do tend to focus on premades. They are
group for a reason. You can queue for the solo ranked scenario if you don't want to face off against groups.
Edited the original posting. Yes, was playing one match ranked solo and destro behaved like premade. Guess they can do this cause not many player participating. Maybe all joining at the same time is enough.
Re: Patch Notes 12/08/2020
Posted: Wed Aug 12, 2020 9:44 pm
by Kaelang
baurogg wrote: Wed Aug 12, 2020 9:04 pm
Rydiak wrote: Wed Aug 12, 2020 8:59 pm
Yes, ranked
group scenarios do tend to focus on premades. They are
group for a reason. You can queue for the solo ranked scenario if you don't want to face off against groups.
Edited the original posting. Yes, was playing one match ranked solo and destro behaved like premade. Guess they can do this cause not many player participating. Maybe all joining at the same time is enough.
Ranked Solo is a competitive environment, people queuing for Ranked *should* know to guard swap, punt tanks, MA focus, silence / CC etc. Depends on your group, but the Solo Queue works as 1 person queue only. It's likely they just outperformed your group.