Balanced way of nerfing blocks (Full Version)

All Forums >> [Artix Entertainment Games] >> [EpicDuel] >> EpicDuel Suggestions



Message


Nub Apocalypse -> Balanced way of nerfing blocks (7/29/2012 6:06:04)

When we block, 0 dmg is done, how about change it so that instead of nothing, 10% dmg is done?




Ranloth -> RE: Balanced way of nerfing blocks (7/29/2012 6:11:59)

Or go for partial blocks. So each hit has chance to be blocked individually. So let's say Berzerker - it has 3 hits and at the moment, if you block then it's all 3 hits. After the change, if your blocking chance is let's say 30% then you have 30% chance to block each hit. This makes all 3 hits to be still blockable but only 2.7% of the time with given block chance.




sky222 -> RE: Balanced way of nerfing blocks (7/29/2012 8:13:49)

@Trans

They would have to revamp the combat system to do that =/




doomturtle -> RE: Balanced way of nerfing blocks (7/29/2012 9:35:32)

If they do what trans said then bounty hunters and cybers strike will be OP compared to mages and merck because it sometimes hits twice




Ranloth -> RE: Balanced way of nerfing blocks (7/29/2012 10:07:47)

Yeah that's true, but they'd also be at disadvantage if other classes hit once and 100% damage whilst their 1 hit misses and they only deal 50% of it. It averages out in the end when you look at it + brings power down of classes that abuse Dex (and CHs with PA + SA + Dex). Looking at it now, how many players rely on Strike nowadays? Only Str abusers since other stats that are used/abused are for skills and Strike is usually last resort attack. I wouldn't just say Hunters would be OP, as given by above example, or let me show you this way:
BH/CH: 1 hit + 1 miss, no hit, 2 hits = 150% damage
All: 1 hit, no hit, 1 hit = 200% damage
There's really no difference but Hunters have chance to deal some damage instead of whole hit being blocked. It's only 50% of damage so whilst they may hit twice over 2 turns (100%) damage, it takes everyone else 1 successful hit to make up for it.

Sky, while it's 100% true, wouldn't that be better in a way? They could also revamp whole Dex along with it to grant more blocking and reach minimum of 0% to eliminate luck in game and weaken Dex slightly. We're looking at suggestion as a whole, whether it requires big revamp or not, it's good to discuss it and perhaps give Team ideas. :)




liy010 -> RE: Balanced way of nerfing blocks (7/29/2012 10:58:58)

@Trans I wonder where you get the 2.7% to block all 3 zerker from.
I'm not exactly a math whiz so I like to use actual situations.
If flip a coin, it is 50% chance to get heads, right?
Imagine you got heads on the first flip, it doesn't make tails heavier so that it will land on tails, the next flip will still be 50% chance for heads
At least that's how I see it...So if you block the first zerker, wouldn't the other 2 still be 30%?




Ranloth -> RE: Balanced way of nerfing blocks (7/29/2012 11:18:33)

Using 30% chance to block a hit, it's 3 hits so 0.3*0.3*0.3 which is 2.7% to block all 3 hits (using my idea, not current one). Each hit has 30% (example) but I said that chance to block all 3 hits is 2.7% total. :P
Just like chance to get 3 heads in a row is 12.5%. Simple as that. XD




Page: [1]

Valid CSS!




Forum Software © ASPPlayground.NET Advanced Edition
0.109375