=ED= July 31st, 2015 - Patch Notes 1.6.51 (Balance) (Full Version)

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Battle Elf -> =ED= July 31st, 2015 - Patch Notes 1.6.51 (Balance) (7/31/2015 15:32:18)

quote:

[image]http://epicduel.artix.com/images/icon/ED_Web_Avatar_RabbleFroth.png[/image]
July 17, 2015
Patch Notes - 1.6.50
BALANCE CHANGES:
  • Fireball
    • Now applies a 1 turn debuff that lowers target’s defense and resistance from (unbuffed) stats and armor by 5%

  • Atom Smasher
    • Now drains energy as a percentage of primary weapon damage, instead of total primary damage
    • Energy Drain: 52-79% → 48-75%
    • Now gains +1% drain per 8 Strength

  • Static Smash
    • Now drains energy as a percentage of primary weapon damage, instead of total primary damage
    • Now scales +1% drain per 8 Strength
    • 75% energy absorb remains unchanged

  • Stun Grenade
    • Damage: 185-320 → 195-330
    • Level scale: +1 damage per 0.44 levels → 0.4 levels (increased damage at level 40)

  • Overload
    • Damage: 170-350 → 180 → 360
    • Level scale: +1 damage per 0.44 levels → 0.4 levels (increased damage at level 40)

  • Plasma Grenade
    • Damage: 160-340 → 170-350
    • Level scale: +1 damage per 0.44 levels → 0.4 levels (increased damage at level 40)

  • Improbability Gate
    • Description now mentions the 400 damage cap to high health NPCs (functionality unchanged)


Tags: RabbleFroth Patch Notes


The other section of the Patch Notes can be found here ~Battle Elf




.Lord Ginger. -> RE: =ED= July 31st, 2015 - Patch Notes 1.6.51 (Balance) (7/31/2015 15:38:04)

BM still sucks, and an unneeded nerf to improbability gate.

"functionality unchanged?"
IDK, can't do 800 anymore or its always been original dmg+400 against boss?




Optimise -> RE: =ED= July 31st, 2015 - Patch Notes 1.6.51 (Balance) (7/31/2015 16:11:16)

If I recall correctly, someone posted on the bugs forum few weeks ago mentioning the fact that Improbability Gate does not deal the damage it's supposed to against high HP NPC's. (Legendary Titan, Matrix, etc...) The reason behind that was obviously a cap of how much that 5% can take from the opponent's HP, which wasn't mentioned on the core's description.

From what I can understand, all they did was elaborate on the effect of Improbability Gate by mentioning the cap on it's in-game description. Basically, the core will deal your original auxiliary damage plus the 5% but, that 5% is capped at 400. Assuming there was already a cap before they mentioned it today, I do not think they nerfed it.

They could've just put that on the 'Bugs' section of the Patch Notes, as it's not a direct change to the core itself, rather a correction to it's description.




King Bling -> RE: =ED= July 31st, 2015 - Patch Notes 1.6.51 (Balance) (7/31/2015 18:24:12)

Overload still needs more buff, again it isnt good at all no matter in what situation you hold, for fireball I havnt tried but its staff requirement needs to be removed for it to be a little effective in what so ever way.




kittycat -> RE: =ED= July 31st, 2015 - Patch Notes 1.6.51 (Balance) (7/31/2015 20:04:42)

Well Atom Smasher should be made to cost zero EP if the drain is so low.




Exploding Penguin -> RE: =ED= July 31st, 2015 - Patch Notes 1.6.51 (Balance) (7/31/2015 22:49:44)

I recall them mentioning quite a while ago improbability gate was capped. It wasn't nerfed this patch or shouldn't have been, as I do remember it was meant to do the 400 bonus cap from a long time ago.




dfo99 -> RE: =ED= July 31st, 2015 - Patch Notes 1.6.51 (Balance) (8/1/2015 2:42:05)

400 is 5% of 8000, so it remains the same as before, if it had no limit that could be really funny, especially if someday appear a npc with 30 or 40k of health




Lord Machaar -> RE: =ED= July 31st, 2015 - Patch Notes 1.6.51 (Balance) (8/1/2015 3:49:15)

quote:

Atom Smasher
Now drains energy as a percentage of primary weapon damage, instead of total primary damage
Energy Drain: 52-79% → 48-75%
Now gains +1% drain per 8 Strength


I think the nerf was useless, the skill will never be used if swords remain better than class specific weapons.




King Bling -> RE: =ED= July 31st, 2015 - Patch Notes 1.6.51 (Balance) (8/1/2015 6:08:37)

quote:

Now drains energy as a percentage of primary weapon damage, instead of total primary damage


This is a nerf since, total primary damage > primary weapon damage




Uchiha Sarada -> RE: =ED= July 31st, 2015 - Patch Notes 1.6.51 (Balance) (8/1/2015 8:03:15)

Weak Balance Update, Hopefully theres more next week dattebayo




Darkwing -> RE: =ED= July 31st, 2015 - Patch Notes 1.6.51 (Balance) (8/1/2015 8:14:18)

As a BM, the fireball buff doesn't look that good to get a staff. Maybe I could try some strength build but meh, 5% is low for a 1 turn debuff, not to mention you need good energy to cast fireball.


If BM needs a buff, I think they need to open a viable build other then 5focus. Strength build is meh( unless you have 30-40 ranks), strength support build is meh too unless you also have many ranks.


Maybe a buff to dex build that was not a problem fOR BM? If fireball would improve with dexterity instead of strength, rather then give it this defense lower buff.


And overlord needs a buff too. The only reason you would use that skill is if you want 25% chance to stun. All the other stuns are good for damage too.

And please don't tell me it has similar scale when you need to spam your point in support and get stuck with low defense and ressitance when others make you a tank.




Exploding Penguin -> RE: =ED= July 31st, 2015 - Patch Notes 1.6.51 (Balance) (8/1/2015 15:00:28)

I like where fireball is going but as stated above the benefits are basically miniscule and barely impact the game. Still definitely not worth it to invest in the skill.




santonik -> RE: =ED= July 31st, 2015 - Patch Notes 1.6.51 (Balance) (8/9/2015 7:46:09)

quote:

Static Smash

Now drains energy as a percentage of primary weapon damage, instead of total primary damage
Now scales +1% drain per 8 Strength
75% energy absorb remains unchanged


Today this is even weakier than before update.


Before update. i have 100 str stats. I can make 300 energy damage and gain 200 energy. After update i have 104 str stats. i can make (iirc) 242 energy damage and gain 142 energy.
NOTE i playing high support build. (blood commander give me 80+ str stats)






.Lord Ginger. -> RE: =ED= July 31st, 2015 - Patch Notes 1.6.51 (Balance) (8/9/2015 9:46:14)

103+33+(3 underdog crap) got 185 energy back from the drain. Before the nerf, 45 strength gave me 199-206




Alkimos -> RE: =ED= July 31st, 2015 - Patch Notes 1.6.51 (Balance) (8/11/2015 15:01:56)

5 Focus Mercenary is garbage now, mercenary as a whole to be honest. It is impossible to beat a 5 focus Tech Mage because static does not take enough and they can keep Battery Boosting. I assume static was nerfed because of stat abusing support mercs. Now mercs who played 5 focus only get punished. Being competitive in 1v1 is impossible now.

As much as I would simply like to switch classes, I have always stuck it out and found strategies. But this is the nail in the coffin. This class has no creativity what-so-ever, & you end up getting punished for it.

Static needs to deal damage & take more energy.




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