RE: =ED= March 20th Design Notes (Full Version)

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kaiseryeux21 -> RE: =ED= March 20th Design Notes (3/23/2012 21:12:51)

tnx for the info. cindy.




drinde -> RE: =ED= March 20th Design Notes (3/23/2012 21:13:04)

^

ARE THEM BUNNEHS EVIL!




LadyHeartbreak -> RE: =ED= March 20th Design Notes (3/23/2012 21:13:52)

^
awesome! :D Can't wait :)




Dreiko Shadrack -> RE: =ED= March 20th Design Notes (3/23/2012 21:14:29)

spoiler:

Well, excuse me for thinking that the npc pointing out the mission objectives isn't actually just flavor text.




kaiseryeux21 -> RE: =ED= March 20th Design Notes (3/23/2012 21:42:30)

can someone help me?? where can i find the carrot??




Basicball -> RE: =ED= March 20th Design Notes (3/23/2012 21:50:15)

^
spoiler:

one of myxoma's quests.


can someone share which guard i kill at the minetower for the welding torch?




kaiseryeux21 -> RE: =ED= March 20th Design Notes (3/23/2012 21:52:06)

light desert guard dude.




Basicball -> RE: =ED= March 20th Design Notes (3/23/2012 21:55:24)

ah, lol

thanks :)




kaiseryeux21 -> RE: =ED= March 20th Design Notes (3/23/2012 21:59:38)

np




MirageD -> RE: =ED= March 20th Design Notes (3/23/2012 22:21:15)

quote:

I'm not sure I understand what you're saying. Rage always raises your damage by more than 1 damage since it ignores 45% of defense, unless they only have 1-2 defense. Or are you saying that in a 5 turn battle both players would rage anyways and the merc wouldn't get to their 2nd rage so the passive is essentially useless? In that case, yes it is somewhat useless as it didn't benefit you in a direct way. But mercs weren't really too far behind, most of the battles that I lost I just barely lost, and having rage a little sooner could have won it for me. We didn't want to buff mercenaries too much since they really weren't extremely under powered, we don't want to make another class crazy overpowered. And like I said, we can always adjust the numbers if needed.


did anyone test the effects of this change in 2v2???




liy010 -> RE: =ED= March 20th Design Notes (3/23/2012 22:30:16)

quote:

I'm not sure I understand what you're saying. Rage always raises your damage by more than 1 damage since it ignores 45% of defense, unless they only have 1-2 defense. Or are you saying that in a 5 turn battle both players would rage anyways and the merc wouldn't get to their 2nd rage so the passive is essentially useless? In that case, yes it is somewhat useless as it didn't benefit you in a direct way. But mercs weren't really too far behind, most of the battles that I lost I just barely lost, and having rage a little sooner could have won it for me. We didn't want to buff mercenaries too much since they really weren't extremely under powered, we don't want to make another class crazy overpowered. And like I said, we can always adjust the numbers if needed.


Me and my Friends tested this once. Me as a Level 31 CH and my Friend as a Level 1 TM. He used a Rage Plasma Bolt it still damaged 3...




Stabilis -> RE: =ED= March 20th Design Notes (3/23/2012 22:41:35)

Oh looky here, even though the passive is a boost to rage, the ability itself still does no more than 3 if it could. Hmmmmmm, I wonder if rage is suitable as a concept in skills.




ND Mallet -> RE: =ED= March 20th Design Notes (3/23/2012 23:30:54)

@void Like stated by Illuminator, most of the fights he lost would've been wins if he had raged earlier. It's perfectly fine that rage can be blocked and deflected or otherwise Illuminator would have been winning more fights than is balanced. Also, if Merc is still underperforming, they can buff the skill. It's a little too early to start claiming something is UPd only hours after a release.




Stabilis -> RE: =ED= March 20th Design Notes (3/23/2012 23:35:59)

Ehhh, unfortunate that you read my message wrong. It is coded after all.




ND Mallet -> RE: =ED= March 20th Design Notes (3/24/2012 0:14:08)

@void So what are you arguing about exactly now? That a lvl 1 Mage still does 3 damage against a lvl 31 even with rage so rage is UPd?




Rayman -> RE: =ED= March 20th Design Notes (3/24/2012 1:13:35)

I Like the new PVP Maps




Mr. Black OP -> RE: =ED= March 20th Design Notes (3/24/2012 1:23:16)

I think the new skill is good.




Goony -> RE: =ED= March 20th Design Notes (3/24/2012 5:06:12)

quote:

Epic Duel Wiki

Rage:
[Formula] Filled Rage Bar = 40 + (2.5 * Level)
As an attacker, rage is gained at a rate of 110% of damage blocked + 1% per 4 support you have over the defender, up to a maximum rate of 125%. If at a support disadvantage, the minimum rate is 95%.
As a defender, rage is gained at a rate of 25% of the damage taken, +0.25% per 4 support you have over the attacker, up to a maximum rate of 29%. If at a support disadvantage, the minimum rate is 21%.



So, rage gain, from damage not done, is up 10% from 100%. The support modifier has changed from 3 to 4. The cap at maximum is increased to 125% from 115% and the minimum has been increased from 85% to 95%

The defender rage rate has been lowered from 35% to 25% and instead of it being modified by 1% per 3 support it has been decreased to 0.25% per 4 support...

Some additional balance changes not listed in design notes, so basically they nerfed Adrenaline before Mercanaries could even use it... That's got to be a new record for nerf!

Little wonder I couldn't notice the difference! Can anyone explain the rationale behind these changes, as they are basically the exact opposite to a balance suggestion I made a while ago and really makes support even weaker and at the same time making builds like the BM str spamming build even stronger!

I was going to make a report in bugs that rage wasn't working properley and went to wiki to get the figures so that I could explain the bug and discovered that it had been changed without notification to the community! My bet is this post will be ignored and they figured that the community would be dumb enough to not notice!




King FrostLich -> RE: =ED= March 20th Design Notes (3/24/2012 5:25:21)

To those who don't know how rage works, let me summarize it in a simple way. Generally speaking, rage works by ignoring 45% of the defense/resistance your opponent has. Although players say it increases damage, it does not work as "increases 45% of damage when used". Take for example this situation:



I am a Blood mage fighting a tactical mercenary with the following damage.

My gun damage:

14-17+34 (+10) physical damage or 58-61 damage.

My opponent's defense:

21-26 (+11) +1 or 33-38 defense.

The lowest damage I can deal is 20 while the highest damage can deal 28. Now if I were to rage with the RNG using the 58 damage I have while it chooses 36 as the digit of my opponent's defense, the correct formula of rage is:

Your damage - (opponent's defense * 0.45)
58 - (36 * 0.45) = 42 damage




Lady Blue -> RE: =ED= March 20th Design Notes (3/24/2012 7:30:47)

lol i hope they would release a battlesuit armor for all :) the armor looks like juggernaut [:)]




Battle Elf -> RE: =ED= March 20th Design Notes (3/24/2012 8:03:59)

If anyones having trouble with the first couple missions you can watch this :).

Awesome release! My feet are hurting from all the running xD




Basicball -> RE: =ED= March 20th Design Notes (3/24/2012 8:11:46)

^you mean like this one?




Ranloth -> RE: =ED= March 20th Design Notes (3/24/2012 8:17:19)

I gave the release a shot shortly after it came out without knowing what to do, I usually wait for entries the next day, and must say it was a lot of fun! Probably most fun was with Carrots as I fought different NPCs for it and then found out it's a mission item. [:D]
8 Rubys definitely gave me a run around Delta V, I really enjoyed it as I had no help to begin with and that was probably the whole point of fun. These Bunnies in Armors and new NPC, they look great! Excellent job from the Team on making the release as I enjoyed it thoroughly and kinda want next part of it and hopefully as much fun! ;)

Balance wise, new skill is great. Altered my Merc's build and it's doing fairly well with my Skills - maxed Bunker, Maul, Atom in case I need it and Lvl 6 Adrenaline and I find myself raging a turn quicker but against tougher opponent above my level, that's where the fun begins as it's 'fight for survival' and I happened to win once or two due to rages. Although the opponent was just 1-2 levels above me. xD




Calogero -> RE: =ED= March 20th Design Notes (3/24/2012 8:18:12)

mission took quite some time, just to bad it's only 750 ratings
the cheevo looks nice though




Sageofpeace -> RE: =ED= March 20th Design Notes (3/24/2012 10:12:06)

it looks like goony is the only one who understand how wrong this update was they give a broken skill

we still get rage in the fifth turn like always even at max the skill doesn't work there's is seriously something wrong with this





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