Stonehawk
Member
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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.
< Message edited by Stonehawk -- 9/19/2015 16:28:46 >
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