Question!
1)How is the block/parry to guard damage calculated now?
2)Does bonus defensive chance or bonus striketrough apply "after" all this calculation is done?
3)Does previously applied DoTs break detaunt?
Patch Notes 13/10/17
Forum rules
Before posting on this forum, be sure to read the Terms of Use
Before posting on this forum, be sure to read the Terms of Use
Re: Patch Notes 13/10/17
HORSEWHISPERER - PHALANX
CHOPPPA - PHALANX
COLDONE - PHALANX
SUNWHISPERER - ZERG
DOGWHISPERER - ZERG
BEARD - ZERG
CHOPPPA - PHALANX
COLDONE - PHALANX
SUNWHISPERER - ZERG
DOGWHISPERER - ZERG
BEARD - ZERG
Ads
Re: Patch Notes 13/10/17
You need to try some competitive fights against setups with Marauder to refresh your opinion about positioning. Just imagine you try to push enemy mara and he suddenly lands his M1 on you. He starts to rush to you with his whole squad. He is full of your dots, your tanks getting punted and... You could have a chance before these changes, just apply detaunt, double pot and pray your gods but now... You are probably dead 9 of 10 cases.Manatikik wrote:daniilpb wrote:Now it feels like you should never dot anything dangerous if there is a possibility that it will attack you back.
Also what about AOE dots? E.g. Slayer's ID and Choppa's Yer All Bleedin' Now : you should never apply your detaunt unless these dots are over or your detaunt will disappear almost immediately. Am I right?
Gonna reveal how truly noob i am (don't tell my guild!) and i always figured my detaunt would break on DoT and wouldnt waste it. You just get better at positioning and reading if an enemy is gonna come at you. Plus with a group you should only really die if you **** up bad.
Same with any other mdps who use dots. Probably your detaunt will be useless in cases of sudden focus.

<Fusion>
Riphael - Black Guard.
Meridin - Sorcerer.
<FusionII>
Ripliel - Shadow Warrior.
Arfi - Swordmaster.
Very Serious Warhammer Online Montage
Re: Patch Notes 13/10/17
Zanilos wrote:From what I have played so far, you pretty much defend nothing. Everyone is doing more damage.Annaise16 wrote:Clarification about DOT defense. IS the following true?
1. If the initial hit is defended, the ability doesn't land and so there is no damage. (Same as current.)
2. If the initial hit is not defended, each dot after the first has a chance to be defended but a successful defense does not remove the dot. That is, subsequent ticks can still do damage. For example, dot lands, tick one does 100 points of damage, tick two is defended and does no damage, tick three does 100 points of damage, etc until the dot times out.
the defense chances should be considerably higher. I'll post about my interpretation of it in the general discussion forum.
Re: Patch Notes 13/10/17
Have you played this morning?Annaise16 wrote:Zanilos wrote:From what I have played so far, you pretty much defend nothing. Everyone is doing more damage.Annaise16 wrote:Clarification about DOT defense. IS the following true?
1. If the initial hit is defended, the ability doesn't land and so there is no damage. (Same as current.)
2. If the initial hit is not defended, each dot after the first has a chance to be defended but a successful defense does not remove the dot. That is, subsequent ticks can still do damage. For example, dot lands, tick one does 100 points of damage, tick two is defended and does no damage, tick three does 100 points of damage, etc until the dot times out.
the defense chances should be considerably higher. I'll post about my interpretation of it in the general discussion forum.

Re: Patch Notes 13/10/17
I don't know if the new formulae are working as intended. That's why I wrote "should be".Zanilos wrote:Have you played this morning?Annaise16 wrote:Zanilos wrote:
From what I have played so far, you pretty much defend nothing. Everyone is doing more damage.
the defense chances should be considerably higher. I'll post about my interpretation of it in the general discussion forum.
Re: Patch Notes 13/10/17
daniilpb wrote:You need to try some competitive fights against setups with Marauder to refresh your opinion about positioning. Just imagine you try to push enemy mara and he suddenly lands his M1 on you. He starts to rush to you with his whole squad. He is full of your dots, your tanks getting punted and... You could have a chance before these changes, just apply detaunt, double pot and pray your gods but now... You are probably dead 9 of 10 cases.Manatikik wrote:daniilpb wrote:Now it feels like you should never dot anything dangerous if there is a possibility that it will attack you back.
Also what about AOE dots? E.g. Slayer's ID and Choppa's Yer All Bleedin' Now : you should never apply your detaunt unless these dots are over or your detaunt will disappear almost immediately. Am I right?
Gonna reveal how truly noob i am (don't tell my guild!) and i always figured my detaunt would break on DoT and wouldnt waste it. You just get better at positioning and reading if an enemy is gonna come at you. Plus with a group you should only really die if you **** up bad.
Same with any other mdps who use dots. Probably your detaunt will be useless in cases of sudden focus.
NA is definitely lacking solid maras

<Montague><Capulet>
- anarchypark
- Posts: 2085
Re: Patch Notes 13/10/17
math+english, my brain exploded.Secrets wrote:Spoiler:
so, strength now reduce parry chance from item/RR/skill? ( from .getstat values )
and weapon skills provide more parry than b4?
yea double edged sword. you can detaunt other dps than mara who is on DoT.daniilpb wrote:Spoiler:
mara alone? detaunt useless, go assault stance.
ST dot is fine. AoE DoT have some restraint now. good for attackers.
SM8, SW8, AM8, WL7, KoBS6, BW6, WP8, WH7, IB8, Eng5, RP5, SL6
BG8, Sorc8, DoK8, WE7, Chs8, Mg8, Ze7, Mara8, BO6, SH7, Shm6, Chop4
SC summary - viewtopic.php?f=8&t=20415
( last update : 2020.06.09)
BG8, Sorc8, DoK8, WE7, Chs8, Mg8, Ze7, Mara8, BO6, SH7, Shm6, Chop4
SC summary - viewtopic.php?f=8&t=20415
( last update : 2020.06.09)
Re: Patch Notes 13/10/17
Why not make single target detaunt remove your dots on the target then? Just a thought :>
Вальтер Рыжий RU => Gaziraga BW, Valefar WL, Lovejoy
Retired
ex-Greenfire/Invasion RvR leader
Wonderful RvR music videos
Retired
ex-Greenfire/Invasion RvR leader
Wonderful RvR music videos

Ads
Re: Patch Notes 13/10/17
Okay. So lets assume level 40 for both attacker and defender. For the attacker one can safely assume 1050. AM in full conq gear (with willpower pot) has around 660 willpower. Taking these numbers I get a defense chance of 22.85 which is probably rounded to 22 or 23 (lets go with 23). As attacker you get 40 strike through from 1050.Secrets wrote:So... 'strikethrough' just adds to the upper limit of the roll.
Now you roll between 1 and 140 and everything lower or equal to 23 will be a defense. That means the effective defense rate is 23/140 = 16.4% correct?
Lets add 18% disrupt from renown tactics => you move up to 41/140 = 29.2% correct? Meaning the effective increase is 29.2 - 16.4 = 12.8%. To combat disrupt stacking you could use strike through. With full conq + 3 piece genesis you could get 7% on e.g. BW. Adding that we have 41/147 = 27.9% and an effectic decrease of 27.9 - 29.2 = -1.3%, correct?. I think the maximum strikethrough you could get was like 3 genesis 5 beastlord + 4 from conq gloves/head making it 12. This would result in 27.3% effective disrupt, so 5 additional disrupt strike through would net you 0.6% lowered defense.
Okay. Now please someone tell me I have made a mistake somewhere. Because to me it looks like strike through just became essentially useless.
Maybe lets take a quick look at a extreme case with 3x HTL (45% defense), full renown (18% defense) and 7% strike through you would look at 86/147 = 58.5%.
Another question. Previously spells that were 'virtually undefenable' added afaik 100 strike through. How is the current implementation of such skills? Does it also add 100 strike through?
Spoiler:
Re: Patch Notes 13/10/17
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.
Who is online
Users browsing this forum: No registered users and 1 guest