Stabilis -> RE: =ED= Balance Discussion Thread (12/5/2011 17:49:56)
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Deflection "Deflections will reduce the Gun or Auxiliary damage of one attack by 75%. The chance to deflect an attack is increased by Support." "Players begin with a 5% chance to deflect all sidearm attacks. Your Support advantage or disadvantage when compared to your enemy will affect this base chance. For every 4 points of Support more you have compared to your enemy, you increase your chance to deflect their attack by 1%. Naturally, if you are the attacker, for every 4 points of Support you have compared to your enemy, you reduce their chance to deflect your attack by 1%. The chance for Deflection can not drop below 1% and the maximum chance for Deflection is limited to 25%. This implies that investing in Support beyond a certain point will have no further improvement on your Deflection odds." Critical strike "Critical Strikes ignore 25% of the defending player's defense or resistance. The chance to deal a Critical Strike is increased by energy." - Major change from support to energy to reduce auxiliary OP'ability "I want to first provide some details on how your chance to deal a Critical Strike is calculated. To approximate your odds, take the difference between your Energy and the target enemy's Energy. First, the base chance is 5%. Let's use these numbers as an example: Your Energy = 100... Enemy Energy = 50 The difference in Energy here is 50 points. Now, divide 50 by 10 and you get 5 (after rounding). So your chance to inflict a critical strike now becomes 10% (5% base odds + 5% Energy bonus). Also be aware that while Energy improves your chance to inflict a Critical Strike, it also reduces your Enemy's chance to inflict a Critical Strike on you! In the same example, your opponent's odds to inflict a Critical Strike are very low (the minimum chance of 1% actually). This chance is calculated by taking the base chance of 5% and subtracting your Support bonus (which in this case is 6%). Since 5% - 5% = 0%, the minimum chance of 1% is used." Stun "The chance to stun another player is reduced if the defender has higher Support than the attacker. The defender will reduce the chance to be stunned by 2% for every 3 points of Support they have more than the attacker. The maximum any stun can be reduced will be 45%. If the attacker has more support than the defender, the attacker will NOT increase the chance to stun the defender. For example: If the attacker has 25 Support and the defender has 43 Support, the defender has an advantage of 18 Support. To determine the stun reduction, take the defender's support advantage of 18 and divide by 3. 18 / 3 = a 12% reduction in stun chance. If the attacker were a Tech Mage using Overload, the chance to be stunned would be 30% base chance - 12% stun reduction = 18% chance to be stunned. A player cannot block or deflect while stunned." Block "The chance to block is determined by comparing the two players' Dexterity. So for example, if you have Player A and Player B: Scenario 1: Player A - Dexterity = 20 Player B - Dexterity = 20 Because both players have the same Dexterity, if Player A attacks Player B, Player B's chance to block Player A's attack will use default 5% block chance. Scenario 2: Player A - Dexterity = 35 Player B - Dexterity = 20 In this scenario, because Player A has significantly more Dexterity than Player B, when Player A attacks Player B, Player B will have a "below default" chance to block the attack. Block Calculations Block is calculated by adding the block chance adjustment to the default block chance (currently 5%). Block chance = 5% + Block Chance Adjustment The chance to block can never be less than 0% The chance to block can never be more than 45% Block Chance Adjustment = (Defender's Dexterity - Attacker's Dexterity) / 2 Example 1: Defender has 100 Dexterity Attacker has 60 Dexterity Block Adjustment = (100 - 60) / 2 = 20 Chance to Block = 10 + 20 = 30% Example 2: Defender has 60 Dexterity Attacker has 100 Dexterity Block Adjustment = (60 - 100) / 2 = -20 Chance to Block = 5 + -20 = -15% Since the block chance can never reduce below 0%, the Chance to Block becomes 0% Example 3: Defender has 30 Dexterity (Also, the defender has a -40 Dexterity Debuff Applied) Attacker has 29 Dexterity Dexterity never uses negative values in calculations ... so even though a debuff is applied, the Defender's dexterity value is calculated using the minimum value of 0 instead of -10. Block Adjustment = (1 - 29) / 2 = -14 Chance to Block = 10 + -14 = -4% Since the block chance can never reduce below 0%, the Chance to Block becomes 0% A good rule of thumb is that for every 2 points of Dexterity you have more or less than your enemy, your chance to block increases or decreases by 1% respectively." _________________________________________________________________________________________ My idea is something that will last throughout the ages, it is about rage, here goes: Rage is a meter designed to help the weak handle a stronger opponent. When it was first implemented, rage was a success because higher defenced players no longer tanked every other foe. The issue today, is that aside from luck, passives are being abused. Who can you find these days not using a passive? In my opinion they are giving players the advantage as they use no strategy in their performance. What we can do about this is looking to rage. My suggestion to rage is to alter the effect. Instead of ignoring defences, much too similar to critical strike, what we can do is cause rage to cancel the target's passive skills for the next turn. Just one turn is all it takes. That way, when the player makes their next strike, they can ignore reroute, hybrid armour, bloodlust, deadly aim, shadow arts, static charge(?) for one turn. This way, rage still gives players a helping hand, but it becomes neutral, no longer purely offensive. Rage will calculate according to damage taken and character level, lower levels get rage faster. Rage will no longer improve with support.
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