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Patch Notes 13/10/17

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Annaise16
Posts: 341

Re: Patch Notes 13/10/17

Post#111 » Fri Oct 13, 2017 9:43 pm

With regard to the dot-detaunt controversy, you can always use Flee when you can't use Detaunt.

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Annaise16
Posts: 341

Re: Patch Notes 13/10/17

Post#112 » Fri Oct 13, 2017 9:52 pm

Annaise16 wrote:
anarchypark wrote:
Secrets wrote:
Spoiler:
So... 'strikethrough' just adds to the upper limit of the roll.

Prior to this update, contested avoidance used to be a roll between 0 and 100, and then was calculated using a different, incorrect formula that normally resulted in -6% to 7% base chance to avoid for those who stacked offensive hardcap stats. So avoidance really never happened except when you stacked it with renown, and even then, it was a low base % chance.

Now, for example, let's say the parry from weaponskill on the paperdoll window for our character is 18%. That same formula is used to calculate how much 'contested' parry strikethrough is obtained from strength. Let's assume the attacker has 37% parry strikethrough from strength, as often a player will have higher strength than weaponskill depending on how their talismans are slotted. Remember, the same formula is used to determine strikethough, just like it is used to determine avoidance, just with using a different stat.

Now, the 100 is added to by the 37% strikethrough, resulting in us picking a number between 0 and 137. If that number we pick randomly is greater than or equal to our 18 parry, we assume the attack hits. Otherwise, the attack is parried.

So using that above example, let's say our random number returned is:
4.5 - this will result in a avoid.
19 - this will result in a hit.
18.5 - this will result in a hit.
10 - this will result in a avoid.
129 - this will result in a hit.

As you can see, the probability of striking through goes up depending on the upper portion of the roll. The more strikethrough, the harder it is (but never impossible) to avoid it becomes. This results in better gameplay just because stacking defensive stats becomes viable and it becomes the closest to the old system from live we could get.
math+english, my brain exploded.
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?

Sulorie
Posts: 7461

Re: Patch Notes 13/10/17

Post#113 » Fri Oct 13, 2017 11:01 pm

Annaise16 wrote:With regard to the dot-detaunt controversy, you can always use Flee when you can't use Detaunt.
Because Flee let you escape while being snared? That is a weak argument. :P
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.

Atropik
Posts: 709

Re: Patch Notes 13/10/17

Post#114 » Sat Oct 14, 2017 12:28 am

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

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wargrimnir
Head Game Master
Posts: 8415
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Re: Patch Notes 13/10/17

Post#115 » Sat Oct 14, 2017 12:32 am

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.
12% chance to break. If you're loaded up with multiple dots, chances are low to stay in stealth.
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Atropik
Posts: 709

Re: Patch Notes 13/10/17

Post#116 » Sat Oct 14, 2017 12:39 am

Another nail in WE coffin
Nicelook | Obey

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Alfinnete
Banned
Posts: 549

Re: Patch Notes 13/10/17

Post#117 » Sat Oct 14, 2017 2:24 am

BW and SORCER:

WTF all dots disrupt?!

YEAH BABY YEAH!

;)

fourhundred
Posts: 16

Re: Patch Notes 13/10/17

Post#118 » Sat Oct 14, 2017 2:46 am

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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Secrets
Former Staff
Posts: 413

Re: Patch Notes 13/10/17

Post#119 » Sat Oct 14, 2017 3:01 am

Annaise16 wrote:
Annaise16 wrote:
anarchypark wrote:
math+english, my brain exploded.
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?
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.

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 %)

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wargrimnir
Head Game Master
Posts: 8415
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Re: Patch Notes 13/10/17

Post#120 » Sat Oct 14, 2017 3:08 am

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.
Curious. We should add a second check to direct damage abilities? Hmm.

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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