If you have aao = increase in dmg/hp.
If you are giving aao (forget name) = decreased dmg/hp.
I think something like this was implemented once.
but the scale was awful, something like an extra 200hp with 400aao? That does nothing.
Its a good concept.
every 100% aao = 10% more dmg/hp. 400aao = 40% dmg/hp
the realm that gives aao would receive the same, but as a debuff.
every 20% = 4% effect to both sides. (if math correct)
At the current time, not sure if the team giving AAO to other realm is being punished?
Realm giving aao needs debuff, while realm receiving aao gets buff.
The buff/debuff needs to be substantial enough to matter.
Why isnt?
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Re: Why isnt?
I don't know if you're aware but there's a system called Diminishing Rations currently implemented (people tend to forget about it).
Now we have the system quoted above and in my mind it's working much better than the past sytems and what you are proposing (in it's current form it's a wounds debuff). I'm not sure if you were here to test the systems in the past but any kind of damage buff/debuff breaks the game to an extent and makes it less fun. Even the wounds debuff is debatable but it's in a testing phase still and since the exact situation of defenders outnumbering attackers doesn't happen often it's a bit overlooked imo.
There's a reason it was removed from RoR.
RoR had a system in the past where Diminishing Rations were applied zone-wide and decreased wounds based on the ratio of the two realms. It was horrible and changed into an incoming/outgoing damage buff/debuff but it was still zone-wide and depended on the ratio of the population in the zone and the amount of BOs held. It didn't work as intended and it was patched out.A keep can support 25% of the attacking force's total numbers as defenders at rank 0, and can support an additional 15% per rank attained. If this limit is exceeded, Diminishing Rations applies.
Now we have the system quoted above and in my mind it's working much better than the past sytems and what you are proposing (in it's current form it's a wounds debuff). I'm not sure if you were here to test the systems in the past but any kind of damage buff/debuff breaks the game to an extent and makes it less fun. Even the wounds debuff is debatable but it's in a testing phase still and since the exact situation of defenders outnumbering attackers doesn't happen often it's a bit overlooked imo.
I disagree and the system you are proposing looks horrible. It's not a good concept because of how the game is balanced and how TTK comes down to a second or less once you start messing with outgoing/incoming damage and how AoE multiplies the effect.I think something like this was implemented once.
but the scale was awful, something like an extra 200hp with 400aao? That does nothing.
Its a good concept.
There's a reason it was removed from RoR.
Re: Why isnt?
The current iteration is described here but what I quoted above is all there is and all you need to know really.
If you want to know about past iterations you'll need to dig through the patch notes, the majority is here but all the tweaks to it were documented in the subsequent patch notes when they were applied.
If you want to know about past iterations you'll need to dig through the patch notes, the majority is here but all the tweaks to it were documented in the subsequent patch notes when they were applied.
- Stmichael1989
- Posts: 184
Re: Why isnt?
As it stands, I've yet to see a single time where diminishing rations has come into play. Maybe it's not doing enough, maybe it's bugged, maybe the tooltip doesn't display properly. But based on my personal experience, it's not even remotely close to a force equalizer.
The issue with the straight 1-1 multipliers on things like wounds and damage depending on how outnumbered you are, as blaqwar mentioned, is that it results in wonky balance. That doesn't need to be the case, however. All that's needed to make it work is an accurate mathematical model for incoming and outgoing damage as a function of population. Once you have that, it's just a matter of scaling the outnumbered side's health and damage to match.
Of course, in some cases it will feel like you're just getting one-shot by someone. But when you consider that each person will function as a small group, that's no different from getting focused by an assist train.
The issue with the straight 1-1 multipliers on things like wounds and damage depending on how outnumbered you are, as blaqwar mentioned, is that it results in wonky balance. That doesn't need to be the case, however. All that's needed to make it work is an accurate mathematical model for incoming and outgoing damage as a function of population. Once you have that, it's just a matter of scaling the outnumbered side's health and damage to match.
Of course, in some cases it will feel like you're just getting one-shot by someone. But when you consider that each person will function as a small group, that's no different from getting focused by an assist train.
StMichael - 40 Warrior Priest
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Elhim - 40 Shadow Warrior
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Re: Why isnt?
I have close to 8k HP and on tuesday/wed (can't remember) I had 5,6 around the keep in KV. It certainly works but I'm not sure how effective it is.
Re: Why isnt?
Diminishing Rations works, I've seen it on both sides. I do have doubts whether it works correctly all the time, though, but I haven't been able to verify anything yet. A screenshot on the bugtracker of you or the enemy not having the debuff might be in order (together with some indication of population numbers), if people have any doubts.
The thing about Diminishing Rations is that, while I very much applaud the change, it has no visual cue or any mechanical feedback, and as such is hard to verify from the opposite realm. Especially since the tool-tip does not indicate how severe the debuff is.
The thing about Diminishing Rations is that, while I very much applaud the change, it has no visual cue or any mechanical feedback, and as such is hard to verify from the opposite realm. Especially since the tool-tip does not indicate how severe the debuff is.
Thayli - SH
Thlayli - SQ
[Phalanx]
Thlayli - SQ
[Phalanx]
Re: Why isnt?
ofc it should be noted that without client control there is little we can do about tooltips and/or GUIThayli wrote:Diminishing Rations works, I've seen it on both sides. I do have doubts whether it works correctly all the time, though, but I haven't been able to verify anything yet. A screenshot on the bugtracker of you or the enemy not having the debuff might be in order (together with some indication of population numbers), if people have any doubts.
The thing about Diminishing Rations is that, while I very much applaud the change, it has no visual cue or any mechanical feedback, and as such is hard to verify from the opposite realm. Especially since the tool-tip does not indicate how severe the debuff is.
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- Posts: 1781
Re: Why isnt?
hm iam not a friend from dmg buffs /debuffs
If the lower Pop side get a good dmg buff some rly good 5 man will destroy wbs
same with higher Pop side get dmg debuff they cant bring down ppl
thats a huge fight Balance and i dont like it . there must be another way
If the lower Pop side get a good dmg buff some rly good 5 man will destroy wbs
same with higher Pop side get dmg debuff they cant bring down ppl
thats a huge fight Balance and i dont like it . there must be another way
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