Anarchypark, check post #47 in this thread and click on the spoilers. It will show you the actual disrupts for a handful of different scenarios. Also with the formula we determined is close enough to the truth, we can find values for other situations as well.Karast wrote: ↑Sun Jun 17, 2018 10:28 amThis is exactly at the core of the disrupt issue. It was not until the re-introduction of disrupt via willpower that we got into the current predicament. The state of disrupt was largely balanced. If the willpower to disrupt contribution was adjusted down, or int strike through adjusted up. There would really be no need for positional strike through and all the negatives, and complexities such a change would create.Spoiler:
Being simple a calculation change, I would also imagine it would take less developer time to test or implement than the proposed positional change. If the tweaks do not go far enough, it wouldn't stop positional strike through from being added in the future as well.
To everyone, the formula for avoidance contribution is the same for all the three non-block. The reason disrupt is the highest is more people have 600-800 willpower than 600-800 weaponskill or initiative. Also casters have higher hitting abilities with often longer cast times, so a disrupt feels more devastating to the player than a parry does for a stabby dude/dudette.
To those who want to take away avoidance checks per tick of a DoT, I believe that was implemented when they also added dynamic check for stats and modifiers per tick. Meaning that it is possible that if they take the avoidance checks away from each tick, they may also have to take away that dynamic stat check meaning that dots will be done based on a snap shot of your's and target's stats at time of application. A better change here may be to remove the avoidance check on the application of the DoT, if possible.
On the main topic, general consensus is that positional-based strikethrough has too many oddities about it, and that ranged =/= melee. I agree with the majority of the points made to support this. However, I do not agree that disrupt generated by willpower contribution is too high. Instead, it seems strike through provided by intelligence is too low.
Warning: Math Ahead, Enter at Your Own Risk
I made this statement, but foolishly forgot to explain the knowledge and comparisons. (To be fair to myself, I did just finish 2 hours of testing and math on the subject before writing the post)
Alright so originally, strikethrough from strength/ballistic skill/intelligence (henceforth offensive stats) would counter the parry, dodge, and disrupt (henceforth avoidance) generated by weaponskill, initiative, and willpower (henceforth defensive stats) and would continue to disrupt through +% modifiers such a deft defender, hold the line, etc. This meant that unless you had 1050 of the defensive stat, its corresponding avoidance benefits from gear and renown were wasted.
I'll give you an example of the old way. 1050 int vs 123 willpower (base of an engi) and +18% deft defender: would equal a -17.31% chance to disrupt. This was unacceptable as it meant placing those 20 renown points was useless and it was just too much strikethrough benefit for a stat that also increases damage output.
Now idk how many iterations of avoidance formulas RoR has gone through, since I have been playing off and on and didn't really start diving under the hood on ror until the last year (because of life-time constraints). The current iteration of the formula for rank 40 is:
((Defensive Stat / 26.25) + (Avoidance - Strikethrough)) / (100 + (Offensive Stat / 26.25))
A simpler way to look at the formula can be:
(Statdoll Disrupt Value - Enemy Strikethrough) / ((100 + (Offensive Stat / 26.25)))
This formula allows offensive stats to still have their strikethrough but not completely smash through the defenses of the targets. I'll give some examples of different situations.
As you can see offensive stats end up being a %based disrupt strikethrough. 1050 equating to a 28.57% strikethrough (not a linear version!) Strikethrough on gear and tactics is a liner reduction of avoidance before the percentage reduction from offensive stats. To make a comparison, strikethrough is to toughness as offensive stat is to armor.
I proposed a 50% increase to the value of offensive stat strikethrough by means of changing the divisor from 26.25 to 17.5 at career rank 40.
Spoiler:
Quick their eyes have now glazed over! Take all the zones and assault their capital, kill their king!
My proposal would reduce the highest values of disrupt and only slightly tough the smallest values. It also will not hurt PvE balance as changing defensive contribution to avoidance would do.