Lord Machaar -> RE: Ranks need to go (10/15/2015 16:19:07)
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I will give a simple example why underdog mode from UM I to UM IV is kinda useless. Let's compare eternal protection (+15 defense/+15 resistance) to eternal enhance (+2 to all stats), you've never wondered why eternal protection is far better than eternal enhance? and yet, why many players tend to choose eternal protection over eternal enhance? Well there are 2 things: - Diminishing of what 1 stat of str/dex/tech/supp gives you after 85 stats. Below 85 stats, each stat gives you +3 of X thing, for example 1 strenght gives you +3 primary damage, after 85 stats, +1 strenght gives you only +2 primary damage, which is the case for eternal enhance, yet for eternal protection, you will get +15 resistance/defense, whether you have 20 technology/dexterity, or 250. - Eternal protection gives the possibility to focus on one thing, eternal enhance, for most builds doesn't do that, you will either waste +2 stats on support or strenght depending on your build (str or supp build), except for 5 focus builds. So let's do some math: Eternal Enhance = Underdog mode level 4 = +2 to all stats. Eternal Protection = 5 legendary points for defense + 5 legendary points for resistance (10 ranks) = +15 in defense and +15 in resistance. And since: Eternal Protection > Eternal Enhance Then 5 legendary points for defense + 5 legendary points for resistance (10 ranks) > Underdog mode level 4 This is called simple math.* If A = B and C = D, and A > C then B > D. Usually for 10 ranks in difference, you get Underdog mode level 1, in the example I gave, 10 ranks in difference, is more powerful than underdog mode level 4. Logic.** Here we conclude that 10 legendary points, where 5 of them are invested in defense and 5 invested in resistance, is far better than underdog mode level 4 that is given when there is 40 ranks in difference. So in a case of 20 ranks, where 10 legendary points are invested in defense and 10 others are invested in resistance, you usually get underdog mode level 2 but the shocking thing is, even underdog mode level 6 will be pretty useless. To note, underdog mode level 6 is given when there is 60 ranks in difference, yet only in 20 ranks in difference, underdog mode level 6 is still pretty much useless. **I insist on one note, and I already mentioned it many times, the first 20-30 ranks are a crucial thing, and if you read my ranking system revamp, I said give players the possibility to farm NPCs until rank 20 only, then they will have enough ranks to stand a chance in PVP. Sure, I can't deny that medical mastery and energy efficiency are way weaker than +30 defense/resistance, but still, giving underdog mode is fairly balanced against medical mastery and energy efficiency, yet very weak against +30 defense/resistance. Due to engine limiations, we can't decide which legendary slot X player is using, whether +30 defense or +40 robot damage or not even using anything since some players have not unlocked some slots to invest their legendary points in. I think when devs find a solution to this, then underdog mode should depend on what the opponent is spending his legendary points on, for example: - Rank 10 player using 5 legendary points in defense (+15 defense) and 5 legendary points in resistance (+15 resistance), as I mentioned before, if a rank 1 player faces this dude, the rank 1 player will normally get underdog mode I, yet I've explained before that even if you give underdog mode level 4, it remains useless against this combination. - Rank 10 player using level 10 medical mastery (just an example), underdog mode will be perfectly the way it is giving +1 to all stats, since level 10 medical mastery adds up +20 hp to health medic. I can give more examples but I don't want to make this any longer or more "complicated", since many here, and I'm sure of that, still didn't get the mathematical equation I gave up there.
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