=ED= 18th of September - Patch Notes - 1.6.54 (Balance) (Full Version)

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Therril Oreb -> =ED= 18th of September - Patch Notes - 1.6.54 (Balance) (9/18/2015 15:34:35)

quote:


[image]http://epicduel.artix.com/images/icon/ED_Web_Avatar_RabbleFroth.png[/image]
September 18, 2015
Patch Notes - 1.6.54

  • New Cores
    • Detonation (Bot Special): Deal bonus damage equal to difference in target's highest and lowest base stat.
    • Phase Shift (Primary Core): Deal normal damage of the opposite type (Physical/Energy)
    • Salvage (Aux Core): Disable opponent's bot for 3 turns.
    • Pacify (Sidearm Core): Lower target's Rage gain for 3 turns.
    • Tranquility (Armor Core): Spend all current Rage. Gain Health based on percent of Rage spent.


BALANCE CHANGES:

  • Energy costs lowered
    • Adrenaline Rush: 110 -> 100
    • Atom Smasher: 90 -> 80
    • Blood Commander: 110 -> 100
    • Berzerker: 240 -> 230
    • Bludgeon: 120 -> 110
    • Bunker Buster: 150 -> 140
    • Cheap Shot: 100 -> 90
    • Double Strike: 120 -> 110
    • Defense Matrix: 90 -> 80
    • EMP Grenade: 100 -> 90
    • Energy Shield: 110 -> 100
    • Field Commander: 100 -> 90
    • Field Medic: 160 -> 150
    • Fireball: 110 -> 100
    • Fire Scythe: 120 -> 110
    • Hybrid Armor: 100 -> 90
    • Intimidate: 95 -> 85
    • Malfunction: 130 -> 120
    • Mark of Blood: 150 -> 140
    • Massacre: 320 -> 310
    • Maul: 110 -> 100
    • Mineral Armor: 120 -> 110
    • Overload: 130 -> 120
    • Plasma Armor: 120 -> 110
    • Plasma Bolt: 120 -> 110
    • Plasma Cannon: 140 -> 130
    • Plasma Grenade: 130 -> 120
    • Reflex Boost: 120 -> 110
    • Shadow Arts: 105 -> 95
    • Smoke Screen: 130 -> 120
    • Stun Grenade: 130 -> 120
    • Super Charge: 320 -> 310
    • Surgical Strike: 320 -> 310
    • Technician: 90 -> 80
    • Toxic Grenade: 100 -> 90
    • Venom Strike: 90 -> 80

  • Assimilation
    • Energy Gain: 50% -> 40%

  • Atom Smasher
    • Energy Drain: 48%-75% -> 53%-80%
    • Reducing stat scaling from 8 to 6

  • Cheap Shot (CH)
    • Fixed issue where % wasn’t constant (Level 9 was 38%, now 37%)

  • Static Charge
  • Energy Gain: 30%-57% -> 33%-60%
    • Reduce stat scaling from 6 to 5

  • Static Smasher
  • Energy Drain: 37%-55% -> 42%-60%
    • Reduce stat scaling from 8 to 6

  • Overload, Plasma Grenade, Stun Grenade
    • EP cost per level: 20 -> 15


Tags: RabbleFroth Patch Notes




Lord Machaar -> RE: =ED= 18th of September - Patch Notes - 1.6.54 (Balance) (9/18/2015 15:38:34)

quote:

Detonation (Bot Special): Deal bonus damage equal to difference in target's highest and lowest base stat.
Phase Shift (Primary Core): Deal normal damage of the opposite type (Physical/Energy)
Salvage (Aux Core): Disable opponent's bot for 3 turns.
Pacify (Sidearm Core): Lower target's Rage gain for 3 turns.
Tranquility (Armor Core): Spend all current Rage. Gain Health based on percent of Rage spent.


Added core descriptions since after all they do contribute to balance.

The Detonation (Bot special)'s description is so shallow, what are the numbers? If the difference is 40 stats 50 stats or 100 stats, what are the numbers please and is it one time use? Is it deflectable or
blockable? Is the normal attack deflectable or blockable?




shadow.bane -> RE: =ED= 18th of September - Patch Notes - 1.6.54 (Balance) (9/18/2015 16:27:07)

example on P bot : my defenses are 382 - 435 so the difference is 53 , so the bot will do normal damage + 53 ! that's how i understood it i guess it's right ! plus they should have mentioned if it's 1 use per battle like certain special bot abilities or normal use like on 4 cooldown or something .




Lord Machaar -> RE: =ED= 18th of September - Patch Notes - 1.6.54 (Balance) (9/18/2015 16:55:23)

This is unprofessional, unprofessional description.




Optimise -> RE: =ED= 18th of September - Patch Notes - 1.6.54 (Balance) (9/18/2015 17:09:46)

I'm assuming this is how Detonation works: If for example a person is using a high support build (123), that's his highest base stat - and his lowest is perhaps STR which is only 19. The bot will do damage based on the difference between those two stats (highest and lowest base stat), so in this case, it will do an extra damage of 104 (123-19). This bot will be effective against abuse stats builds - if my understanding of the core description is correct. As for whether it's deflectable or blockable, I'm not sure as I haven't bought any of the packages in-game yet.




Lord Machaar -> RE: =ED= 18th of September - Patch Notes - 1.6.54 (Balance) (9/18/2015 17:30:20)

Another question, are these cores one single time use or not?
Heard that armor core can be reused, and at full rage it can give back up to 500 HP, so you can basically heal 500 HP each 3 - 4 turns... is that possible?




Silver Sky Magician -> RE: =ED= 18th of September - Patch Notes - 1.6.54 (Balance) (9/18/2015 17:39:43)

Yep, single time use.




Optimise -> RE: =ED= 18th of September - Patch Notes - 1.6.54 (Balance) (9/18/2015 17:43:38)

According to a friend of mine, both Tranquillity and Detonation can only be used once per match.




Battle Elf -> RE: =ED= 18th of September - Patch Notes - 1.6.54 (Balance) (9/18/2015 17:45:46)

Tranquility, Pacify, Salvage, and the Monkakazee's Detonation are single use.

Phase Shift costs 60 EP and has a cooldown of three turns.




Lord Machaar -> RE: =ED= 18th of September - Patch Notes - 1.6.54 (Balance) (9/18/2015 18:20:16)

How detonation works, same as shadow.bane or optimise explained? Is it blockable or deflectable, same thing for normal attack of new bot?

I mean there are pros playing the game, I personally do not count on closing my eyes and hitting randomly a skill, I do play each turn with calculations and in advance thinking, how can we do that if we don't
know how new cores work and how our opponents will play? or should we even buy them or not? I can't sadly buy the whole promo but I do have 5k var and I'm trying to decide which ones should I buy.




Exploding Penguin -> RE: =ED= 18th of September - Patch Notes - 1.6.54 (Balance) (9/18/2015 19:11:41)

IMO phase shift should cost more like 30-40. It really isn't worth spending 60 energy for a core like that given how most people build these days.

Nice to know stun skills and energy recovering skills are getting the changes that they really need.




dfo99 -> RE: =ED= 18th of September - Patch Notes - 1.6.54 (Balance) (9/18/2015 21:41:40)

that is all skills except the multi ones.




Exploding Penguin -> RE: =ED= 18th of September - Patch Notes - 1.6.54 (Balance) (9/19/2015 0:44:31)

@Machaar:

I'm almost 100% certain from the description it's more along the lines of optimise.

Let's say you are a focus build with 45/45/74/45 stats (not including stat enhancers from equipment). Only base stats matter according to the description.
In this scenario it will do your highest base stat (74) minus your lowest base stat (45) bonus damage. The key thing is that it does not factor in stat enhancers.




Thylek Shran -> RE: =ED= 18th of September - Patch Notes - 1.6.54 (Balance) (9/19/2015 7:02:05)

Hmm no nerf for Static Grenade even thats its OPed at all character levels.
I do not understand why Assimilation has been nerfed as the TM energy flow
is already weaker than Static Grenade when including all parameters like
damage and Rage points. Also you should put back the staff requirement to
Assimilation as Strenght TMs that use a sword are freakin OPed.

I appreciate that alot of the weaker skills including Overload got buffed.
However the stun skills got buffed a bit to much I think as they are now about
even in damage with the multi skills at skill level 10. Also some of the
stronger skills like Bludgeon got buffed. Only 110 EP for 23% more damage ?
This skill should had been nerfed and not buffed ! Just compare it with
Double Strike and similar damage cores like Meteor Shower. For 23% more
damage more EP should be required. 150 EP would make it pretty equal in
power with Double Strike without making the skills exactly the same.
You also seem to forget that Bludgeon does offer a great tactical opportunity
as it does physical damage. This is great to counter energy shield buffs and
should cost some additional EPs. For those reasons Bludgeon should cost
180 EP at skill level 1. The EP cost scaling could be lowered from 20 to 15
per level tho. It would look like this then and is 5 EP for 1% point more damage:

EP - Damage
180 - 23%
195 - 26%
210 - 29%
225 - 32%
240 - 35%
255 - 38%
270 - 41%
285 - 44%
300 - 47%
315 - 50%

Remember that Double Strike does also increase by 1% point for 5 EP.
Berzerker by 1% point for 4 EP.


quote:

Assimilation
Energy Gain: 50% -> 40%

It would be easier for calculations to reduce the drain
and get back to 50% gain.




Lord Machaar -> RE: =ED= 18th of September - Patch Notes - 1.6.54 (Balance) (9/19/2015 12:04:32)

^ Tell me about it... http://puu.sh/kgN9n/2b21b032cf.png
This is a level 3 bludgeon for god sake. Level 3 bludgeon that costs 150 energy deals more damage than level 10 plasma canon. How is that even possible? Level 3 that costs 150 energy dealing 327 damage
with a rage on a player that has 384 defense, for god sake. Bludgeon will cut through glass cannon builds like a butter through knife. This is just madness.
Sure it is an overlapping skill, used by BMs too, but still, 150 energy for TMs is nothing, since assimilation drains up to 270 energy, and battery back up, I mean how did conclude this for god sake?

When I say that the game has 0,5 balancer, I do really know what I'm talking about. A half balancer that doesn't even play the game, what do you expect?




shadow.bane -> RE: =ED= 18th of September - Patch Notes - 1.6.54 (Balance) (9/19/2015 12:56:30)

yeah ^^^ i faced this guy done 289 damage none rage on me with his level 3 bludgeon and i have 382 - 435 + 15 on defense ....




Stonehawk -> RE: =ED= 18th of September - Patch Notes - 1.6.54 (Balance) (9/19/2015 16:14:04)

Detonation:

Very low difference on damage even on abusive stats.
As Exploding Penguin explained, I understood that, if the player has 75 tech and 45 in the rest, it would increase 30 damage, which is kinda ridiculous for a robot's special.
EDIT: As another example to show how sad the bot is:
Highest base stat (dex) is: 125
Lowest base stat (support) is: 25
Robot damage: 600
Opponents defense: 400

In this case, normal attack is 200, special attack is 300. This seems not so bad, but the defense range makes it usually hit almost the same thing the normal attack does (or maybe it's just glitched 'cause I don't see any difference)

I think it would work better if the damage is increased by x/2% of the current damage the robot would do. In the example above, it would increase damage by 15%. I'll explain below.
(x = the difference between the lowest and highest base stat.)
In fact, there are 2 ways of calculation I've thought, as I'll show below.

1st example: (as I explained above)
Highest base stat: 125
Lowest base stat: 25
Robot damage: 600

Damage done: (x = 100)
(x/2% * 600) + 600 = 900 damage done.

In a 450 defense, it would do 450 damage
In a 200 defense, it would do 700 damage
(robot can't be used for the rest of the battle (detonated)).
EDIT: This makes robot in pair with strong robots like INFERNAL ANDROID, that usually hits almost 400 even without rage. Hope it's fixed, or maybe just consider the possibility to get the varium back, for those that aren't satisfied, since description is not clear enough.

2nd example: (the additional damage affects the damage it would do directly by x%, x= the difference between the lowest and highest stat)

Highest base stat: 125
Lowest base stat: 25
Robot damage: 600

On a 450 defense it would do 150 damage on a normal attack. 150 + 100%*150 = 300
On a 200 defense it would do 400 damage on a normal attack. 400 + 100%*400 = 800
(less abusive against higher defenses, but impact seems higher against support builds for example. Also, seems harder to calculate. The 1st example is better tbh, lol)






@Thylek Shran

Overload:
I don't really see any buff for it. It was just a general buff for all the stun skills.

Bludgeon & double stike:
If comparing to double strike, we can clearly see bludgeon is stronger. The only advantage of double strike is the lower cooldown. Bludgeon has physical damage and stronger damage. If anything, my opinion is that bludgeon is kept the way it was before (120 at lvl 1, 300 at max) and lower double strike again to 100 or even 90 or 80 at lvl 1. Why? It's simple: bludgeon can be used either with a sword or a staff. Sword means higher damage. Double swing increases lower % of damage and can only be used with a club (which has lower damage). Lowering costs even more makes people think twice before wielding a sword, since they now will have (hopefully) a decent club skill that can be used repeatedly with ease.








Exploding Penguin -> RE: =ED= 18th of September - Patch Notes - 1.6.54 (Balance) (9/19/2015 16:44:46)

quote:

I do not understand why Assimilation has been nerfed as the TM energy flow
is already weaker than Static Grenade when including all parameters like
damage and Rage points.


Their thinking was probably along the lines of how energy costs have for the most part been reduced so energy gain is slightly reduced as well. Corresponding buffs to static smash/atom smash were obviously needed. Not entirely sure about static charge though.




dfo99 -> RE: =ED= 18th of September - Patch Notes - 1.6.54 (Balance) (9/19/2015 17:54:37)

quote:

Assimilation
Energy Gain: 50% -> 40%


why tm have to lose the mana power? the only thing they was good.




DELTA BEING -> RE: =ED= 18th of September - Patch Notes - 1.6.54 (Balance) (9/19/2015 19:14:50)

tm already has a good energy source




Mother1 -> RE: =ED= 18th of September - Patch Notes - 1.6.54 (Balance) (9/19/2015 20:40:12)

@ delta being

So does TLM since they also share Battery backup with TM. However their second Energy gaining move didn't take a nerf like TM's did.




Lord Machaar -> RE: =ED= 18th of September - Patch Notes - 1.6.54 (Balance) (9/19/2015 21:38:29)

Because assimilation needed it, since this skill can drain up to 270 energy, gives back 135 energy (before nerf), to gain the same amount energy with frenzy you will need to deal 306,8181.. damage, are you going
to be able to do the same damage against all builds or classes? For example, against a high dexterity TM, frenzy means nothing, if it gets blocked, you gain nothing.
This is not the case for assimilation, with a str TM, you can drain and gain the same amount of energy no matter what class/build you are playing again, even if you get blocked, even if the opponent
uses a debuff, which is once again not the case for frenzy.




Mother1 -> RE: =ED= 18th of September - Patch Notes - 1.6.54 (Balance) (9/19/2015 21:49:20)

@ Lord Machaar

and what if you aren't a strength TM using this move? Does all builds get 270 energy drain? or is it just strength TM? I could understand if it was all builds being able to get this fixed amount but it isn't all builds it is only one which is as you pointed out strength TM. I have seen other builds drain far less then this even at max due to less or barely any strength and because strength TM One build is reaping a good drain all builds get punished for it? Make perfect sense.




Lord Machaar -> RE: =ED= 18th of September - Patch Notes - 1.6.54 (Balance) (9/20/2015 0:08:10)

5 focus builds can drain 200 - 210 energy with assim, it's still good, as for high dex TM, it wouldn't make a problem since this build is already doing good.
We have to see full picture, we can't leave an OP build just for the sake of other builds, if we won't punish same builds of the same class, we will be punishing other builds of other classes by leaving an op
build, it's the same thing, I would suggest a better nerf, like changing with what it scales with or even put a support requirement, but balancers usually prefer shortcuts. Putting a support requirement would
mean high str TMs will no longer abuse this skill. I mean even parasite, bm's main energy skill has 42 support requirement on lvl 10, why wouldn't that be implemented in an additional energy skill of tms.




Mother1 -> RE: =ED= 18th of September - Patch Notes - 1.6.54 (Balance) (9/20/2015 0:17:02)

@ lord Machaar

BM's energy parasite kept the same requirements as the move it replace surprisingly which was deadly aim. The same can be said of Fire scythe for TM. Why they never changed it I don't know but that is why these two moves have said requirement.

But on another note bludgeon need a good nerf. At level 8 it took nearly half of my bar without rage and I saw the other posts at what it did to other on level 3. Personally I would suggest either an energy cost increase or making the move have a weapon requirement.




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