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Changes from Live: General Mechanics

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Natherul
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Changes from Live: General Mechanics

Post#1 » Sun Sep 04, 2016 6:16 pm

[Guard]

Lifetap heals that are split by Guard will also count the damage the Guarding tank takes from his Guard for the purpose of determining the amount of life stolen.

Undefendable damage retains its undefendable typing when handled by Guard. This means that Guard damage from undefendable attacks like Cleave cannot be defended against.

[Bunny Hop]

Bunny hopping slows the player down incrementally for each hop, to compensate for a warping problem.

[DoT/HoT Precalculation]

This now works as per live implementation. The spoilered version was the prior RoR implementation
Spoiler:
The effects of the following are calculated for a DoT at strike time and not on tick:

- Offensive stat / Toughness contribution
- Armor/Resistance mitigation
[Morale]

Morale regenerates at 10 points per second. The rate of Morale regeneration is further increased by the following factors:

- Number of players in your group
- Number of enemies nearby (bonus begins at 18 enemies and caps at 72 enemies)

The above factors are multiplicative, with the maximum scaler being x3.6 for 36 morale per second. No bonus will be received for being solo in a field of enemies, nor will a bonus be received for having a group with less than 18 enemies in range.

[Morale Pumps]

The value of any ability, morale or tactic component that modifies Morale is multiplied by the above morale scaler divided by 3.6. This means that morale pumps and drains only use their tooltip value when the morale scaler is the maximum of 3.6x.

[Strikethrough]

This now works as per live implementation. The spoilered version was the prior RoR implementation.
Spoiler:
The strikethrough effect of Strength, Ballistic Skill and Intelligence will ONLY oppose the Weapon Skill, Initiative and Willpower bonuses to avoidance. Avoidance gained from gear, renown or any other source is opposed only by the Strikethrough stat. This was done to prevent the guaranteed hardcap offensive stat of any DPS class from completely wiping out the effect of specced defenses for free.
[Toughness]

The effect of Toughness is independent of any other stat and is not capped by the attacker's offensive stat. Toughness will negate attack damage down to a minimum of 1. I'm not fixing this even if it can conclusively be proven to be a difference from the live formula because there's a defensive stat that actually needs bringing into line, and that stat sure ain't Toughness (hint: it's armor)

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