theholyfighter -> Rage After Rage Fix (2/9/2013 9:20:25)
A player's Rage meter increases slower at a 33% rate every time after he/she uses Rage.
This means that if a player needed 6 round to Rage, the next time to have a full Rage bar is at round 14, under the condition that all battle actions are the same.
Why is it at round 14? Since it increases slower at a 33% rate, and the player needs 6 rounds to Rage at the first time. 6*133%=8, which means 8 rounds after.
Remorse -> RE: Rage After Rage Fix (2/9/2013 10:41:28)
Rage needs a slower base rage gain,
But I think making decrease every time, will leave it to be exploited by tanks.
Stabilis -> RE: Rage After Rage Fix (2/9/2013 11:23:33)
Rage needs a full overhauling. Remove rage gain on attacking: it is exploited by full offence (especially synched with Bloodlust) and attack spammers. Remove rage gain on incoming damage: effect-less.
Change it so that rage is gained each turn based on the enemy's average protection rating ([Defense + Resistance] / 2), and add bonus rage if attack results in minimum damage (3 for weapons, about 5 damage for skills). This way RAGE will actually scope in on the crowd it was supposed to counter: armour nuts!
There.
Raffillia -> RE: Rage After Rage Fix (2/9/2013 11:35:15)
Max Bludgeon gets blocked with 27-33 Base Str + 35 weapon on first turn. Rage bar fills up 70%.
High str ensures large rage gain.
Rage on 3rd turn.
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Like Void said, rage is meant for breaking armor, not a free way of boosting already-high damage.
RabbleFroth -> RE: Rage After Rage Fix (2/9/2013 12:38:29)
Rage is another thing I'd like to take a look at after we hit up some other balance issues. The formula hasn't been adjusted in a long time and could use some updating.