Home  | Login  | Register  | Help  | Play 

Fixing Rage

 
Logged in as: Guest
  Printable Version
All Forums >> [Artix Entertainment Games] >> [EpicDuel] >> EpicDuel Balance >> Fixing Rage
Forum Login
Message << Older Topic   Newer Topic >>
12/24/2013 13:02:56   
ED Divine Darkness
Member

rage right now is very im balanced. This is because, it highly aids builds with very good offense and doesnt help non offensive builds. I think it should be a damage boost, NOT a Defence/resistance ignoring ability. This is the main reason low hp builds dont work.
AQ AQW Epic  Post #: 1
12/24/2013 15:57:14   
GearzHeadz
Member

For some reason ever since this update people with low support are raging just as quickly as people with high support.
DF AQW Epic  Post #: 2
12/24/2013 15:59:20   
Teserve
Member

@ED
I thought it was ignore a % of def/res or add 10 dmg (now 100?).
MQ AQW Epic  Post #: 3
12/24/2013 16:03:29   
Mother1
Member

@ gearzheadz

that is because those players are using strength builds and with the way rage is, you can get full rage faster with a pure offensive build with base support, then you would with a defensive build that had 5 times that amount.

Epic  Post #: 4
12/24/2013 16:06:51   
santonik
Member

I would see this as a good thing. to give pure rage, the rage of turns increases. so the more the rage. the faster you get the rage. although not attack at all. rage is no way affect the attacker's damage. and defensive shields. if rage is the minimum then would rage even after 10 Rounds .. While the high supportplayer would even every 4 rounds. (This is a rough proposal.).

In principle, the only support will bring more rage.
Epic  Post #: 5
12/24/2013 16:13:27   
Stabilis
Member

Players often do not even need rage. Rage is designed to give a handicap to players who are not dealing damage when attacking (like when VS'ing tanks).

IE: minimum damage is dealt.

So it makes sense that rage should only give points when attacks have been reduced to almost nothing. And to top it off, raged attacks can ignore all Defense and Resistance since the purpose of rage itself is to bypass a defence.

< Message edited by Depressed Void -- 12/24/2013 16:34:36 >
AQ Epic  Post #: 6
12/24/2013 16:43:24   
GearzHeadz
Member

But that would be fair. Players who did not invest in support would not gain rage as quickly because they already have good str or defenses.
DF AQW Epic  Post #: 7
12/25/2013 18:37:10   
xxxromanxxx4
Member
 

Rage is not all the problem i think. The main problem lies with damage multipliers like 110% wepon dmge.


Scenario:

i deal 400 dmge and person has 360 defence. I use 110% multiplier and deal 44 dmge (400-360)x 1.1
Notice how the multiplier has only added 4 damage.

i deal 400 dmge and i rage - person now has 180 defence. i use 110% multiplier and deal 242 dmge.
This time the multiplier has added 22 damage.


The point is that rage massively amplifies the effect of multipliers. Classic example is the infernal android. I think all amplifiers should be reduced massively but rely on base damage.

e.g multiplier now 5%- without rage 420-360 = 60 dmge. (more)

- with rage 420-180 = 240 dmge (less)
Post #: 8
12/25/2013 21:37:46   
Pemberton
Member
 

Always funny when a str build with 18 support has already raged 3 times while you are defending yourself with shields and stuff. I just cry a little inside lol...
Post #: 9
12/26/2013 10:22:22   
Altador987
Member

^ yea i think this is a serious problem, i understand the idea but at the same time it then favors strength builds (strength support builds should get this as they focus in support)
AQW Epic  Post #: 10
12/26/2013 10:27:20   
Steel Slayer
Member

roman, the multipliers are applied before defense is applied as far as I know.
Epic  Post #: 11
12/27/2013 21:11:08   
xxxromanxxx4
Member
 

@steel no they are added after


well i am pretty sure because i once had a tech mage using a str build and i maxed bludg.

if i was up against someone with 0 def i would deal 900 dmge so u would expect to deal 600 to a player with 300 defence but instead i dealed 450 ish

if what you said was true then str mage juggers would have 90% wins by 1 hit koing people on the first turn.
Post #: 12
12/28/2013 8:55:34   
Predator9657
Member

^ No, Steel is correct. Damage % increase applies before deducting def/res from the equation.
Epic  Post #: 13
12/28/2013 9:19:10   
dfo99
Member
 

quote:

doesnt help non offensive builds


exactly, the rage was created for prevent tank builds abuse.

not suported
Post #: 14
Page:   [1]
All Forums >> [Artix Entertainment Games] >> [EpicDuel] >> EpicDuel Balance >> Fixing Rage
Jump to:






Icon Legend
New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts




Forum Content Copyright © 2018 Artix Entertainment, LLC.

"AdventureQuest", "DragonFable", "MechQuest", "EpicDuel", "BattleOn.com", "AdventureQuest Worlds", "Artix Entertainment"
and all game character names are either trademarks or registered trademarks of Artix Entertainment, LLC. All rights are reserved.
PRIVACY POLICY


Forum Software © ASPPlayground.NET Advanced Edition