blank452 -> RE: =HS= Power Balancing for PvP (updated Feb 9th) (5/3/2012 14:11:29)
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Finally got what I wanted out of Surge. I knew it was kinda off ever since switching to an Energy type build as my dmg was stupidly high when I used Surge and my opponent didn't, but was doing lower dmg when the opponent was using Surge as well as myself, compared to when neither of us used Surge. My findings are presented below in a glorious display of numbers! XD All tests used Pulsar Beam lvl10 and lvl15 25 times each. Yes, I'd prefer 100 but doing that without two lvl20 characters that have decent pvp scores would have been ludicrous (not the rapper). The layout is such so it reads [opponent surge status] vs [my surge status] [skill lvl used] [calculation for overall average dmg per skill usage] As each skill has a range for the dmg it can deal, the centre value of this range was taken to be the average dmg the skill can do No Surge vs no surge lvl10 pulsar dmg (45 ; 54) => ~50.5 49, 45, 46, 45, 50, 49, 49, 48, 46, 50, 54, 48, 46, 52, 45, 45, 51, 45, 50, 47, 48, 51, 54, 46, 50 No Surge vs surge lvl10 pulsar dmg (81 ; 95) => ~88 90, 95, 95, 85, 86, 92, 95, 92, 92, 83, 90, 81, 81, 92, 90, 94, 86, 94, 81, 83, 86, 81, 86, 81, 88 No Surge vs no surge lvl15 pulsar dmg (53 ; 63) => ~58 62, 61, 58, 53, 53, 55, 53, 62, 57, 56, 57, 61, 54, 62, 62, 56, 54, 61, 57, 61, 62, 63, 55, 56, 58 No Surge vs surge lvl15 pulsar dmg (94 ; 113) => ~103.5 101, 101, 113, 97, 112, 103, 95, 110, 103, 97, 108, 113, 106, 104, 108, 94, 113, 95, 112, 99, 108, 101, 113, 97, 104 Surge vs no surge lvl10 pulsar dmg (14 ; 16) => ~15 15, 15, 15, 14, 14, 16, 16, 14, 14, 15, 16, 16, 16, 14, 14, 14, 16, 14, 15, 15, 16, 15, 15, 16, 14 Surge vs surge lvl10 pulsar dmg (26 ; 29) => ~27.5 28, 27, 29, 27, 28, 29, 26, 26, 29, 28, 28, 27, 26, 27, 27, 29, 26, 27, 28, 28, 29, 29, 27, 28, 26 Surge vs no surge lvl15 pulsar dmg (16 ; 19) => ~17.5 17, 16, 17, 18, 16, 17, 18, 17, 17, 17, 17, 19, 17, 18, 16, 17, 19, 17, 18, 18, 16, 19, 16, 16, 18 Surge vs Surge lvl15 pulsar dmg (29 ; 34) => ~31.5 32, 31, 34, 34, 30, 32, 34, 29, 29, 30, 34, 31, 32, 32, 29, 33, 31, 34, 33, 29, 30, 32, 29, 32, 31 Percentage of dmg increase lvl10 pulsar (88/50.5)*100 => ~74% dmg increase (27.5/15)*100 => ~83% dmg increase Average => ~78.5% dmg increase lvl15 pulsar (103.5/58)*100 => ~78% dmg increase (31.5/17.5)*100 => 80% dmg increase Average => ~79% dmg increase The % dmg increase from Surge differs a tad more then I had thought. With around 10% difference from highest % to lowest % with lvl10 pulsar beam, the error margin of 5% is stretched to it's limits, but still holds. The average of the 2 comes out to be ~78.5%, so a significant increase in dmg output, and coupled with a powerful heal that can be buffed by the same %dmg increase, it certainly rates very highly. The lvl15 pulsar beam, on the other hand, is much more contained, having only a 2% difference. The average comes out to be ~79%, so stays very much level with that of lvl10 pulsar beam, so overall working well so far. Percentage of dmg resisted lvl10 pulsar (15/50.5)*100 => ~70% dmg resist (27.5/88)*100 => ~69% dmg resist Average => ~69.5 dmg resist lvl15 pulsar (17.5/58)*100 => ~70% dmg resist (31.5/103.5)*100 => ~70% dmg resist Average => ~70% dmg resist The % dmg resisted from Surge is much more uniform across the board, with only 1% change when calculating from lvl10 pulsar beam. The average for lvl10 pulsar beam comes out as ~69.5%, and for lvl15 pulsar beam it shows as ~70%. Very nice. However, this is what I knew I was seeing. As resist % can only go as far as 100% before zero dmg is being caused, the higher the % resist, the more extravagant the counteracting % dmg increase would have to be to normalise the overall dmg dealt. For instance, 50% resist would require 100% dmg increase, as 50% resist equates to half of all dmg dealt, so to normalise this the dmg dealt would have to be double what it would normally be. With the 70% resist that Surge gives, a dmg increase of ~233% would have to be achieved to counteract it. As this is impossible with the current set of skills, it makes those that use Energy builds much less viable as a play style. Surge is a fairly easy skill to gain as it requires to lowest tier of PvP score, and with its fairly short cooldown, the fact the dmg increase buff effects the amount healed by Surge as well as the surge effect lasting almost as long as the cooldown itself (meaning any haste buff will allow the skill to be looped thus the surge effect will be effectively continuous), many players can and do use it, making Energy skills (and with them, entire builds) much less effective then other power type skills. What I'd personally like to see is for the resist to be reduced to ~40-45% dmg resist. This would mean to normalise dmg, an increase of ~66-81% in dmg, which is more in line to what Surge gives. This would make Energy skills and builds more viable as an opponent with Surge wouldn't be as hard to kill as they are atm.
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