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Diminishing Returns

 
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2/24/2014 20:54:15   
s0u1ja b0y
Member

Diminishing returns change every 5 lvls. So at lvl 40 diminishing returns begin at 65 or 70.
Epic  Post #: 1
2/24/2014 20:58:55   
Ranloth
Banned


And how will that help overall balance? It only makes PvP even more broken, by higher level players having advantage - say L34 vs. L35...
AQ Epic  Post #: 2
2/24/2014 21:26:15   
NDB
Member

Diminishing returns are already broken as they are. Just a band-aid fix. People just avoid it, or don't care and abuse regardless. Pretty much every strength build that is not overly abusive I see has 85 strength, 85 dexterity, and 55 tech. That's probably why they have so much health too; they just have no where else to dump.
Epic  Post #: 3
2/24/2014 22:33:12   
Xendran
Member

quote:

Diminishing returns are already broken as they are. Just a band-aid fix.


This is wrong and here is why:

quote:

When done properly it isn't. Diminishing returns is MEANT to counteract the situation where you gain an increased percentage of benefit from the stat getting pushed higher.
Perfect example of this is block. The difference between 80% block and 85% block is 25% of damage overall negated by the extra 5%, but the difference between 20% block and 25% block is 6.25% of overall damage negated.

Same amount of block was added, 5%, but as things like that get higher their effectiveness scales upwards.
Flat def/res is also similar.

Incoming hit: 500
Resist: 100 vs 150 (50 difference)
Result: 400 damage taken vs 350 damage taken. Difference of 12.5%.

Incoming hit: 500
Resist: 300 vs 350 (50 difference)
Result: 200 damage taken vs 150 damage taken. Difference of 25%.

Same amount of resist was added, but as resist gets higher it also scales more effectively. Every time you put a point into it, it's more effective than the point before it. You have to diminish the effect as it gets higher to bring it back down to an equal amount of benefit per point.
When nothing diminishes, it becomes useless to bring low stats to a medium range, as you will get more benefit from bringing high stats to an even higher range. This is how stat abuse builds are born.
This is why diminishing returns exist. This is also why flat def/res numbers are really bad for the game.

This is also why rage was introduced: a mechanic to reduce the overall def/res gain of those points by piercing it more frequently the higher it gets, rather than diminishing the actual returns.


< Message edited by Xendran -- 2/24/2014 22:34:14 >
AQ DF Epic  Post #: 4
2/25/2014 20:46:26   
NDB
Member

Well, "band-aid" fix doesn't mean it doesn't work; certainly they do. It's just not... satisfactory.
Epic  Post #: 5
2/25/2014 21:16:50   
Xendran
Member

@NDB

Not only is it not satisfactory, but there's a reason it's called a bandaid fix: Bandaids come off.
Bandaid fixes break severely as things are changed and level caps rise in games.
AQ DF Epic  Post #: 6
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