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Lets talk Trivial Blows

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Nanji
Posts: 312

Re: Lets talk Trivial Blows

Post#31 » Thu Nov 26, 2015 11:12 am

Uchoo wrote:
Nanji wrote:#4 Make armor easier to be accessible

no

illustration:
dok in devastor ~ 3k armor -> ws needed ca. 1000/550 (cap 825) buffed/debuffed (1360)
dok in warlord ~ 5k armor -> ws needed ca. 1600/1090 (cap 1050) buffed/debuffed (1600)
I think he was referring to armor value being closer together between different armor types. However, you do highlight the issue of Armor scaling vs the mechanics of Weapon Skill.
currently:
soft 100%
medium 200%
hard 300%

your suggestion? give tanks more armor?
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class imbalance = l2p issue

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katroulitsa
Posts: 342

Re: Lets talk Trivial Blows

Post#32 » Thu Nov 26, 2015 11:25 am

What BW/Sorc crits are we talking about? I'm already soft caped on intel and the highest crit I got was 2,3k last night on a rather low SW.
Ppl already stack defensive stats so I don't get the issue. Has already been OFFICIALLY decided that TB won't get implemented?
Also, #6 is the worst idea ever :D
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Uchoo
Posts: 407

Re: Lets talk Trivial Blows

Post#33 » Thu Nov 26, 2015 11:35 am

noisestorm wrote:SM has no crit modifier? And Blorc has a 25% tactic that only 2h roflstompers would take. And even then the init change would just counter some %value of his 25% bonus. So no big issue here?
I disagree. 25% crit damage is a highly valuable stat in a lot of situations. T'ree Hit Combo and Gork Smash! do not require a Greatweapon.
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Sulorie
Posts: 7223

Re: Lets talk Trivial Blows

Post#34 » Thu Nov 26, 2015 11:37 am

Uchoo wrote: The difference between having 60% and 90% mitigated is about a 50% increase in damage.
It's more like a damage reduction to 25% or 400% damage increase. But this is just math.
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Uchoo
Posts: 407

Re: Lets talk Trivial Blows

Post#35 » Thu Nov 26, 2015 11:37 am

Nanji wrote:
Uchoo wrote:
Nanji wrote:#4 Make armor easier to be accessible

no

illustration:
dok in devastor ~ 3k armor -> ws needed ca. 1000/550 (cap 825) buffed/debuffed (1360)
dok in warlord ~ 5k armor -> ws needed ca. 1600/1090 (cap 1050) buffed/debuffed (1600)
I think he was referring to armor value being closer together between different armor types. However, you do highlight the issue of Armor scaling vs the mechanics of Weapon Skill.
currently:
soft 100%
medium 200%
hard 300%

your suggestion? give tanks more armor?
Not at all, though I wouldn't mind seeing more armor on light armor classes, especially in the end-game.
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Uchoo
Posts: 407

Re: Lets talk Trivial Blows

Post#36 » Thu Nov 26, 2015 11:39 am

Sulorie wrote:
Uchoo wrote: The difference between having 60% and 90% mitigated is about a 50% increase in damage.
It's more like a damage reduction to 25% or 400% damage increase. But this is just math.

Haha, touche. Typo. Fixed.
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noisestorm
Posts: 1727

Re: Lets talk Trivial Blows

Post#37 » Thu Nov 26, 2015 11:50 am

With armor easier obtainable i was rather thinking about something like better scaling on talis the lower your armor type is. Also that the WS scaling is bullcrap is another topic.

And Yes my idea would need quite some DB work too - i am aware of that. Changing the scaling of classes and their base stats isnt a big deal on the other hand. Also finding a formula can be a bit harder especially if its not suppused to be linear, but thats also something that can be figured and balanced out with some effort.
But just keep it coming guys - im interrested in what people think. Lets just hope the game will be AS balanced without LotD and RR100 as some believe it to be. Since i am not really sure on this one myself

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Nanji
Posts: 312

Re: Lets talk Trivial Blows

Post#38 » Thu Nov 26, 2015 12:03 pm

noisestorm wrote:With armor easier obtainable i was rather thinking about something like better scaling on talis the lower your armor type is. Also that the WS scaling is bullcrap is another topic.

And Yes my idea would need quite some DB work too - i am aware of that. Changing the scaling of classes and their base stats isnt a big deal on the other hand. Also finding a formula can be a bit harder especially if its not suppused to be linear, but thats also something that can be figured and balanced out with some effort.
But just keep it coming guys - im interrested in what people think. Lets just hope the game will be AS balanced without LotD and RR100 as some believe it to be. Since i am not really sure on this one myself
To achieve the next higher armor class like soft -> medium, medium->heavy, you just have to slot 7x armor (head, shoulders, chest, gloves, boots, weapon, offhand).
I think this was intended since the types scale like 100%,200%, 300% and the talismans scale to barely fit the gap.

In order to fit the gap, 7x armor talis have to add up to the amount a full light armor has.
800 now in t3 which is 114 per talisman.
1300 in endgame t4 which would equal 186 armor per talisman.
Seems realistic to me.
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class imbalance = l2p issue

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Reesh
Posts: 645

Re: Lets talk Trivial Blows

Post#39 » Thu Nov 26, 2015 12:18 pm

Post made by Bretin was the smartest in this whole thread, some seriously good points.

As for the nerfing BW/SO, as one said before, it's already hard enough to burst down a target with a healer or couple of them around, if they know what they're doing, not even speaking of a situation when a target has a guard.
Some said the drawbacks of combustion mechanic are negligible... Believe me, getting 3 explosions from your own skills atm, worth of 1800hp in 3 gcds is painful. That makes half of your hp gone that has to be restored.
Add someone focusing that sort of glass cannon in the same time and you've got a dead caster. Not that hard to counter really.
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Bozzax
Posts: 2481

Re: Lets talk Trivial Blows

Post#40 » Thu Nov 26, 2015 12:23 pm

Funny how SORC/BW are singled out and in T3 with subpar gear

Lets compile real Burst/DPS numbers in a controlled test environment on fully buffed/debuffed targets including group for all dps classes.

Given this data and in a 6-man ideal environment lets look at what classes that are really OP
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