Critical Deflections (Full Version)

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Exploding Penguin -> Critical Deflections (2/27/2013 17:07:01)

Considering all the support mercs, I've noticed something. When there's a critical deflection in the same hit, the deflection happens after the critical hit damage is calculated. This pretty much makes my critical deflections do around 5-7 more damage than just normal deflections. I find this quite annoying because of the fact that the damage bonus from the crit is pretty much nothing, and the opponents have a very high deflection chance given the large amount of casters and the deflection core. I feel that there should be a modified way of calculation so that sometimes critical damage is calculated AFTER the deflection and not before, and sometimes deflection is calculated after the critical hit damage.




doomkiller98 -> RE: Critical Deflections (2/27/2013 22:02:51)

Supported
this was always broke...




CodexC -> RE: Critical Deflections (2/27/2013 23:00:05)

Not supported. I can see how this is bothering you, but think of the other players, this will further buff support builds and people will be more vulnerable. What happens when people keep losing to the same build? They adopt it. Its like a virus and it doesn't stop spreading. I think support should be nerfed honestly, and I am a TLM. I'm curious why you have such a difficult time with TMs though, high deflect comes with the cost of lowered defenses which helps your artillery strike.

Could it be that they found a counter to support, and you just don't like it? I'm not trying to attack you or anything, I'm just saying take a step back and see it from everyone else s prospective.




Remorse -> RE: Critical Deflections (2/27/2013 23:24:12)

Not supported,


The high deflection chance annoyance is not nearly as annoying as the crit chance bonus.


If you are going to crit so much it is only fair that the deflections ruin it.


I have no trouble beating caster builds because I dont rely on delectable in those situations, if your excepting support builds to work easily on any build then might as well destroy all variety right now.




Exploding Penguin -> RE: Critical Deflections (2/27/2013 23:40:08)

To make a point, support was never OP. I'm using merc support right now, and my highest win rate is 70%, if not lower to around 60-65%. Considering that critical deflections happen rarely given the approximate 1/4 chance of deflections and 1/4 chance of crits, AND the fact that my suggestion randomly turns half off crit deflects into critical damage calculated after the deflection, AND the fact that I would still lose in some fights with critical deflections, implementing my suggestion would at best increase my win rate by 5%. Also, if critical damage was calculated after the damage, it would only deal at best another 7-8 more damage than if not. Given the crit cores, there are critical hits happening a lot more often (excluding the fact that there are many support mercs right now who force you to have a 1% crit chance), and I also find this fairly annoying even if I wasn't support. I will agree the crit chance bonus needs nerfing more than anything else, because it freaking DOUBLES base chance. This literally makes all my tank fights with others unfair as 90% of my losses with those are gambled on a crit core on the gun/aux. Overall, I find the addition of all these extra passive cores which are luck-based pretty much messed up, because you gamble your fights on things like crit, stun, deflection, and block chances. Anyways, a modified version of the old suggestion:

Critical Deflections are based off of the following:
-Severity of deflections are based off of support advantage/disadvantage, and the minimum is 35% damage reduction and maximum would be 65% damage reduction.
-Chances that critical hits are calculated AFTER the deflection are based off of technology advantage/disadvantage, and the minimum is 25% and the maximum is 75%.

Extra suggestions to be noted when balancing this:
-"(insert weapon type" mastery critical chance boost reduced to 2.5%
-Deflection shield reduced to 5% (As of a note, to balance out ninja reflexes, ninja reflexes should be reduced to 3%)
-Base deflection chance is reduced to 6%
-Base block chance is reduced to 4.5%
-Max block chance is reduced to 25%
-Deflection scaling is 1% per extra 3 points of tech rather than 4

I modified actual deflection and block rates because having equal tech to an opponent and getting deflected 10%/16% of the time is absolutely ridiculous, and there's no way I'm approving of having my win based off of such an unreliable chance. To balance out the deflection changes, I also suggested modifications to blocks.

Also, if you didn't know, active cores do not work at the same time as passive cores. Meaning that if I use azrael's will, I don't gain a 4% crit bonus.




Remorse -> RE: Critical Deflections (2/28/2013 0:31:20)

I would like to point out that win ratio's in this game MEAN ABSOLUTELY NOTHING!

When considering it's degree of effortless win.


A build that is prone to bad luck via deflection and blocks is always bound to get 70% or less.

Same with all builds with a similar style.



Just because a build is prone to lose to luck DOES NOT mean they aren't OP.


Being able to defeat the majority of builds effortlessly is reason enough to be considered OP.

Plus of coarse you won't get higher then 70% when half the builds you verse is a mirror.... meaning whoever starts in the mirrior battles becomes the victor, not proving this build to be any less OP.



I wish people would stop looking at win rates and use common seance.





Exploding Penguin -> RE: Critical Deflections (2/28/2013 0:58:06)

Win rates produce a display of skill in the game...which there is pretty much none given all the luck-based passive cores. IF there was skill like there was in gamma before enhancements were applicable on all pieces of equipment, then a lot more people would value win rate. Even if you try to make a high win-rate build, it'll be very difficult to get even a 90% one just because luck will totally maul you from the passive cores. I would typically never use a build like support merc for a prolonged period of time such as 2 weeks or even 1 week if it weren't for the GYT, but I'm determined to win. Afterwards I'm going to take a break and come back fully prepared to hopefully see some balance changes which will actually make winning fun since I acknowledge I won with skill rather than luck.




Giras Wolfe -> RE: Critical Deflections (2/28/2013 2:59:45)

It should be calculated this way. This is not broken, or a bug. You don't get critical blocks do you?




STRUT MY MUTT -> RE: Critical Deflections (2/28/2013 9:19:21)

Not supported. I think it's well balanced the way it is now.
The crits more than make up for the deflections.




Drianx -> RE: Critical Deflections (2/28/2013 17:41:36)

Aaaaalright, so more power from a deflected crit?

Not supported.




Trifire -> RE: Critical Deflections (2/28/2013 20:39:17)

Not supported, as this will make support builds op.




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