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Re: Server Patch Notes 27/7/2018
Posted: Sat Jul 28, 2018 7:55 pm
by lefze
Tesq wrote: ↑Sat Jul 28, 2018 7:51 pm
I know i always the balls breaker and the bias borderline but before be euphoric and reimplent old morales rates maybe is better think about 3 things and have "preventing" discussion about
-useless of def tanks 4 vs offensive morales
-ista 1200 dmg morales coupled with moral gain tactic(bw) on the best wb dps for aoe rawdmg wise.
-that m2 being better than core m4 becauae is 360 degree and dont punt.
You know, this change is gonna benefit anyone without a moralepump greatly, and also benefit classes that depend on M4s. Sorc can actually go for Paralyzing Nightmares again now for example.
Re: Server Patch Notes 27/7/2018
Posted: Sat Jul 28, 2018 7:58 pm
by Tesq
lefze wrote: ↑Sat Jul 28, 2018 7:55 pm
Tesq wrote: ↑Sat Jul 28, 2018 7:51 pm
I know i always the balls breaker and the bias borderline but before be euphoric and reimplent old morales rates maybe is better think about 3 things and have "preventing" discussion about
-useless of def tanks 4 vs offensive morales
-ista 1200 dmg morales coupled with moral gain tactic(bw) on the best wb dps for aoe rawdmg wise.
-that m2 being better than core m4 becauae is 360 degree and dont punt.
You know, this change is gonna benefit anyone without a moralepump greatly, and also benefit classes that depend on M4s. Sorc can actually go for Paralyzing Nightmares again now for example.
What part in comparion how much is faster build a m2 vs m4 is not clear enough?
Re: Server Patch Notes 27/7/2018
Posted: Sat Jul 28, 2018 8:10 pm
by Ugle
Return to original moralegain, remove damage morales would be next sensible step. Morales as utility or oh shlt buttons is the only way keep morales a positive addition to gamplay and as a huge positive sideproduct you remove morale bombing cancerous gamestyle.
Re: Server Patch Notes 27/7/2018
Posted: Sat Jul 28, 2018 8:12 pm
by Azarael
There are a vast number of damage morales, though.
Re: Server Patch Notes 27/7/2018
Posted: Sat Jul 28, 2018 8:16 pm
by Ugle
True. But look at what removing phrdps M2 did to the classes and all the positive balance changes that resulted from it for those classes, even though it felt like an unnecessary damage/burst nerf at the time.
Re: Server Patch Notes 27/7/2018
Posted: Sat Jul 28, 2018 8:20 pm
by Bregon
can you clarify where the npc is to trade in the keeper tokens because I cant find one in altdorf
Re: Server Patch Notes 27/7/2018
Posted: Sat Jul 28, 2018 8:39 pm
by Tesq
Azarael wrote: ↑Sat Jul 28, 2018 8:12 pm
There are a vast number of damage morales, though.
Over times morales ARE couterable in more way and you have more times than istant, the istant morales only e need a look the rest is pretty.much counterable and still viable. At least for me anyway pretty easy exemple look magus m2 nd bw m2 look how much bw one is stronger.
Or sorc /Engi def m2 not working vs morales
Re: Server Patch Notes 27/7/2018
Posted: Sat Jul 28, 2018 8:43 pm
by Dabbart
Sorry if already covered, but with DoT changes being reverted, does that mean the DoTstat based damage is returned to the amount at time of Cast, and not recalculated per tick? Also, Detaunt still breaks on pre applied DoT damage taken?
Thanks for all the work!
Re: Server Patch Notes 27/7/2018
Posted: Sat Jul 28, 2018 8:59 pm
by wargrimnir
Dabbart wrote: ↑Sat Jul 28, 2018 8:43 pm
Sorry if already covered, but with DoT changes being reverted, does that mean the DoTstat based damage is returned to the amount at time of Cast, and not recalculated per tick? Also, Detaunt still breaks on pre applied DoT damage taken?
Thanks for all the work!
Are you asking these questions because you've tested and noticed they're different? This was a very specific change and I don't see anything that recalculated ticks or detaunt breaking has to do with it.
Re: Server Patch Notes 27/7/2018
Posted: Sat Jul 28, 2018 9:02 pm
by Azarael
Dabbart wrote: ↑Sat Jul 28, 2018 8:43 pm
Sorry if already covered, but with DoT changes being reverted, does that mean the DoTstat based damage is returned to the amount at time of Cast, and not recalculated per tick? Also, Detaunt still breaks on pre applied DoT damage taken?
Thanks for all the work!
The only change, codewise, is that the function which inflicts DoT damage does not incorporate its defense check. Nothing else has changed.