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Fort Tracking One Month In

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Gurf
Posts: 519

Re: Fort Tracking One Month In

Post#41 » Thu Nov 12, 2020 5:11 pm

Forked Agression, all the BW, Engi, SW Melt under their own damage with 50% boost on top. Like I said most probably don't even realise what perfect tools they have to break the funnels and ranged dps.

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Sofong
Posts: 554

Re: Fort Tracking One Month In

Post#42 » Thu Nov 12, 2020 5:31 pm

Order can't really do high parry builds anyway

hahaha..... theres prolly over a hundred parry riposte slayer/wh video on youtube, and destro have 0 class work well with parry riposte build.

kaloel
Posts: 17

Re: Fort Tracking One Month In

Post#43 » Thu Nov 12, 2020 5:32 pm

Gurf wrote: Thu Nov 12, 2020 5:11 pm Forked Agression, all the BW, Engi, SW Melt under their own damage with 50% boost on top. Like I said most probably don't even realise what perfect tools they have to break the funnels and ranged dps.
Lets do some math, shall we?

Forked aggression is a marauder m4. It mirrors the damage you take back to the attacker with a 50% boost. Player limits for forts are currently "attackers: 168 and defenders: 135".
ReturnOfReckoning wrote: Wed Oct 14, 2020 3:56 pm - Lowered maximum number of attackers to 168 and defenders to 135 (still 80% of attackers).
If we assume a perfect 2:2:2 setup, and that destro is attacking and wants to break the funnel, that leaves 45 dps slots for the defenders. I'll assume healers and tanks deal 0 damage.
Assuming melees are split and most rangers focus on one side that leaves about 25 dps able to attack each of the 2 entrances.
I'll assume both attackers and defenders have about the same health pool.
If 1 attacker attacks (and would kill the marauder), without dealing morale damage themselves, they would take 150% of their health in damage and die in the process. If two attackers do this each takes 75%, and thus survive. If 25 attackers do this they take 6% damage each. If we generously assume 10k health, that's 600 damage.
What an awesome moral 4 you can use while dying.

PS: If you want to argue that the marauder can be healed to increase the damage, the same applies to rangers, that do not face incoming heal-debuffs, or any other damage, as they are able to hide behind the walls.

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Parallels66
Posts: 75

Re: Fort Tracking One Month In

Post#44 » Thu Nov 12, 2020 5:37 pm

Sofong wrote: Thu Nov 12, 2020 5:31 pm Order can't really do high parry builds anyway

hahaha..... theres prolly over a hundred parry riposte slayer/wh video on youtube, and destro have 0 class work well with parry riposte build.
it got massively nerfed awhile ago my guy, its terrible compared to what it used to be
Skargraive the Chosen - [Unreal]

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zij83
Posts: 129

Re: Fort Tracking One Month In

Post#45 » Thu Nov 12, 2020 6:05 pm

Parallels66 wrote: Thu Nov 12, 2020 5:37 pm
Sofong wrote: Thu Nov 12, 2020 5:31 pm Order can't really do high parry builds anyway

hahaha..... theres prolly over a hundred parry riposte slayer/wh video on youtube, and destro have 0 class work well with parry riposte build.
it got massively nerfed awhile ago my guy, its terrible compared to what it used to be
Imagine having 0% chance to block or parry. Welcome to destro.

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Arcrival
Posts: 74

Re: Fort Tracking One Month In

Post#46 » Thu Nov 12, 2020 7:04 pm

A lot of class discussions which is fine but the references made using this data to validate input is ignorant or at least unsupported. This data reflects win loss % that’s it. There are too many variables to use it for anything other than that. If you were wanting to use win loss to prove a point it would have to be controlled I.e. the same 200 vs. 200 same composition same players same skills etc. This data proves nothing. It does seem to spark conversations that might be valid in a different setting or with the appropriate data that’s repeatable and measurable
It's OK to heal a Slayer! :mrgreen:

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JarlBerzirk
Posts: 162

Re: Fort Tracking One Month In

Post#47 » Thu Nov 12, 2020 7:46 pm

billyk wrote: Thu Nov 12, 2020 3:12 pm
JarlBerzirk wrote: Thu Nov 12, 2020 10:17 am Theres always one...both sides zerg. Get off your high and mighty horse. Play late night NA eastern prime time where order has 160 vs 40 destro. You biased simpletons can only ever see one side of the coin and think your side is perfect and does no harm...everything you accuse one realm of doing, guess what, the other realm does the exact same thing.
Want some cheese with that whine?
Fact is Destro has higher pop and stronger classes. This means Destro will zerg, and it usually works (see: Cities, oRvR, most SCs), unless you have a situation where zerging is neutralised: One example is forts with their pop cap. Another is scenarios like Thunder Mountain where zerging simply doesn't do you any favors. And in those situations, Order has the advantage because Order has to l2p thanks to lower pop and weaker classes. That's how it works.
Ohhh okay youre a troll. Now i get it. Phew. For a second there i really thought you believed every braindead comment you were making. LOL silly me.

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Pandastyle
Posts: 129

Re: Fort Tracking One Month In

Post#48 » Thu Nov 12, 2020 7:48 pm

Gurf wrote: Thu Nov 12, 2020 5:11 pm Forked Agression, all the BW, Engi, SW Melt under their own damage with 50% boost on top. Like I said most probably don't even realise what perfect tools they have to break the funnels and ranged dps.
sorry, but been there done that. It looks very promising indeed on paper, but I once (and then never again) tried it for the memes in a premade wb. The results where underwhelming to say at least. I was expecting thousand of numbers flying around but unfortunately that was not the case. And it is m4 in brut tree which means you gimp your aoe output massively...if you are a mara and take a m4 that the one from the monstro tree then to have a second kd available
85 Mara
80 Choppa
80 Zealot

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Hardkoar
Suspended
Posts: 242

Re: Fort Tracking One Month In

Post#49 » Thu Nov 12, 2020 7:51 pm

Arcrival wrote: Thu Nov 12, 2020 7:04 pm A lot of class discussions which is fine but the references made using this data to validate input is ignorant or at least unsupported. This data reflects win loss % that’s it. There are too many variables to use it for anything other than that. If you were wanting to use win loss to prove a point it would have to be controlled I.e. the same 200 vs. 200 same composition same players same skills etc. This data proves nothing. It does seem to spark conversations that might be valid in a different setting or with the appropriate data that’s repeatable and measurable
The only ignorant claim in this entire post is the statement of balance being present what so ever.

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farng84
Posts: 158

Re: Fort Tracking One Month In

Post#50 » Thu Nov 12, 2020 8:57 pm

Arcrival wrote: Thu Nov 12, 2020 7:04 pm A lot of class discussions which is fine but the references made using this data to validate input is ignorant or at least unsupported. This data reflects win loss % that’s it. There are too many variables to use it for anything other than that. If you were wanting to use win loss to prove a point it would have to be controlled I.e. the same 200 vs. 200 same composition same players same skills etc. This data proves nothing. It does seem to spark conversations that might be valid in a different setting or with the appropriate data that’s repeatable and measurable
Indeed, we have been blinded! Guys, let's revert the last 8 months of changes made to balance destro in city, it was all due to ignorant and unsupported data regarding city victories!
Thanks mate for sharing this important truth with us.
Pray tell me how would you get the set of data 200 vs 200 always same players, playing same toons and same equipment? and would it be representative of the reality of scenarios/forts/cities/rvr? or it would just show how that specific premade vs premade goes statistically?

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