drekon
Retired ED Guest Artist
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@Mr. Black Op, you are correct. The method I proposed would indeed be an invitation for stat spammers. However, there would be counter measures in place to combat ridiculously high stats/chances. One such method is the upgradable weapons. Think of the Celtic weapons with a percent chance to Connect(ignores a % of enemy block chance). If this were to be upgradable to a maximum of 25% Connect or so, in addition to other items, one could develop an effective counter build for spammers. When I envision this method in practice, it's not just the Battle Mechanics I see improving; but a whole range of features and capabilities that would make the game more fair and balanced. @Shadronica, I agree with you that the current method of calculating chance is flawed to some degree. It could be improved, but I would rather see it replaced altogether with a more effective one. @The ND Mallet Guy, I've been an experience player for almost 2 years now. I'm constantly testing the effectiveness of various builds and creating unique ones to combat OP builds. I've also developed a simple software that calculates my % chances that I often use when battling PvP. If the numbers/data is that significant to you, then I will provide you with the relevant data. The problem I mentioned was experienced in 4 consecutive battles. My opponents were 1 Tech Mage, 2 Bounty Hunters, and 1 Blood Mage; all were using strength builds(apparently that's popular these days). In each battle, after using Smoke, their defense was reduced to less than 15 base. I vividly remember the Blood Mage's defense was reduced to 9 base because this was the one that bothered me the most. You can do the calculations to figure out how much Dexterity they had after Smoke. Keep in mind that I have 106 Dexterity which gives me a 30 Defense base. In addition, I have a level 5 Shadow Arts, adding a bonus 5% block chance. In each of these battles, after using Smoke, I did not block a single melee attack despite having the maximum 40% Block Chance. I don't know how the Developers use the % chance to determine when a player receives a block, but if it's anything like how I imagine, then it can be improved significantly. There have also been cases where my opponent's Block chance was reduced to it's minimum, but they blocked my melee attacks several times in a row. Do you not see a problem with this? More than anything, I would like to know, if you had to replace or improve the current Battle Mechanics, how would you do so? If you see a flaw in the method I've proposed, please explain how it can be improved? I know my idea is far from perfect, so I would greatly appreciate any constructive feedback. Thanks Appended Response to Trans quote:
And Stun skills are also affected, right? Damage difference between let's say Overload and Bolt exist but difference is due to Stun on Overload, so if Bolt was to be deflected then people would go for Overload and Multi in 1v1, and same build is in 2v2. And if such a change would occur to Stun, we must change Multi as well to keep it fair. But with Multi's 75% damage in 2v2, chance of deflection, that skill would deal in 10s at most. :P Good point. Although, I don't think Overload or Plasma Rain need be amended. I acknowledge the need for Plasma Bolt to be more powerful than Overload, but the problem that I've seen is that in the hands of a stat spammer, PB is next to impossible to counter for most classes. I would like to see EpicDuel evolve to the point where Credit/Varium players of all classes have the "potential" to effectively counter all possible OP builds. If this were to happen, I don't see any good reason why people would complain about unfairness.
< Message edited by drekon -- 5/15/2012 12:21:55 >
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