Patch Notes 13/10/17
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Re: Patch Notes 13/10/17
With regard to the dot-detaunt controversy, you can always use Flee when you can't use Detaunt.
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Re: Patch Notes 13/10/17
Annaise16 wrote:math+english, my brain exploded.anarchypark wrote:Secrets wrote:Spoiler:
so, strength now reduce parry chance from item/RR/skill? ( from .getstat values )
and weapon skills provide more parry than b4?
Yes. This is how I read it. I wonder if it's intentional.
To restore the % bonuses to their full percentage amounts they should use the contested chance and then a straight probability roll out of 100.
The contested chance should not include bonuses:
contested chance % = 100% x parry% / (100 + removed defense %)
The bonuses should be added to this and then a new roll made out of 100.
Final success % = contested chance + parry bonuses - strikethrough bonuses
Apology: Stuffed up the quotes.
Any word on how defense bonuses are adding?
Re: Patch Notes 13/10/17
Because Flee let you escape while being snared? That is a weak argument.Annaise16 wrote:With regard to the dot-detaunt controversy, you can always use Flee when you can't use Detaunt.

But it appears the direction is set despite any proof concerning detaunt functionality.
So let's test, not much else we can do.
Dying is no option.
Re: Patch Notes 13/10/17
Can you guys remove stealth break/dismount on every dot tick please? Cause i just killed AM in cant use mount for 24 second after that.
Nicelook | Obey
- wargrimnir
- Head Game Master
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Re: Patch Notes 13/10/17
12% chance to break. If you're loaded up with multiple dots, chances are low to stay in stealth.Atropik wrote:Can you guys remove stealth break/dismount on every dot tick please? Cause i just killed AM in cant use mount for 24 second after that.
Re: Patch Notes 13/10/17
BW and SORCER:
WTF all dots disrupt?!
YEAH BABY YEAH!

WTF all dots disrupt?!
YEAH BABY YEAH!

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- Posts: 16
Re: Patch Notes 13/10/17
I can't confirm or deny whether typical dots had a chance to disrupt on cast and on each individual tick, but regardless, how does it make sense that an ability, which can get cleansed to mitigate damage its entirety, has to go through two checks to do damage, and direct damage abilities only have one? Then take into account how broken disrupt already is on the server compared to live, and you've basically completely taken casters out of the viability pool.
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Re: Patch Notes 13/10/17
I'd rather not do a contested roll out of 100. Otherwise, the bonuses from strength will always outweigh weaponskill, and always result in a negative value to parry from strength/weaponskill. Or if it's the other way around, you'll be nearing 100% parry. Neither are good.Annaise16 wrote:Annaise16 wrote:math+english, my brain exploded.anarchypark wrote:
so, strength now reduce parry chance from item/RR/skill? ( from .getstat values )
and weapon skills provide more parry than b4?
Yes. This is how I read it. I wonder if it's intentional.
To restore the % bonuses to their full percentage amounts they should use the contested chance and then a straight probability roll out of 100.
The contested chance should not include bonuses:
contested chance % = 100% x parry% / (100 + removed defense %)
The bonuses should be added to this and then a new roll made out of 100.
Final success % = contested chance + parry bonuses - strikethrough bonuses
Apology: Stuffed up the quotes.
Any word on how defense bonuses are adding?
Item stats, though - Parry% from items is added to the contested defense added from weaponskill, much like the tooltip for the items imply. Meaning that if you have 18.2% from weaponskill, and 9% from the items you have equipped, you now have 27.2% contested parry chance and have to roll a number between 0 and (100 + the offensive strikethrough %)
- wargrimnir
- Head Game Master
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Re: Patch Notes 13/10/17
Curious. We should add a second check to direct damage abilities? Hmm.fourhundred wrote:I can't confirm or deny whether typical dots had a chance to disrupt on cast and on each individual tick, but regardless, how does it make sense that an ability, which can get cleansed to mitigate damage its entirety, has to go through two checks to do damage, and direct damage abilities only have one? Then take into account how broken disrupt already is on the server compared to live, and you've basically completely taken casters out of the viability pool.
As for RoR compared to live, what do you think is different? Is it simply that everyone has been stacking dodge/disrupt for the past two years to try and mitigate the RDPS meta, that now dots are being mitigated appropriately they have all the tools to do so?
Cause and effect, being the strongest archetype on the server has pushed people into finding the best ways to avoid your damage. Now that it's being mitigated as intended, perhaps it will swing back in the other direction as more people (allegedly) reroll to melee classes? Either way, day 1 "feedback" is not something anyone on the team takes seriously, outside of significant, overbearing, and exploitative consequences.
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