Ashteru2007-09-11 20:05:31
ANNOUNCE NEWS #905
Date: 9/11/2007 at 20:00
From: Morgfyre, the Legion
To : Everyone
Subj: Damage
The damage routine has been completely re-written behind-the-scenes.
This involved a significant amount of effort and time, but should lend
itself to a more streamlined and efficient damage function in the
future. While I tested this thoroughly, there may be a few errors which
have slipped through the cracks, so if you notice any bugs with damage
please file a bugreport.
More pertinent to you, however, the way that damage resistance is
calculated has been completely changed. It is now weighted, and each
buff is no longer applied individually (which allowed some obscene
damage resistance in certain cases - the highest I calculated was up to
175%). The helpfile HELP DMP has been introduced to explain this new
system.
There are a handful of exceptions to this new weighting system - mostly
those skills which are very limited in duration or have some kind of
constant drain asssociated with them.
Overall, it can be summarized thusly:
+ Those with very high damage resistance will notice a decrease
+ Those with low to moderate damage resistance will notice little to no
change
Penned by My hand on the 19th of Roarkian, in the year 185 CE.
HELP DMP
4.2.2 DAMAGE MODIFIER POINTS
Damage modifier points (DMPs) (only resistance at this time) are
based on a system of weighted points. The points are weighted in tiers,
as follows:
DMPs Tier Weight Ratio
1-10 1 1:1
11-20 2 2:1
21-30 3 3:1
31+ 4 10:1
Therefore, any points from 1-10 are equivalent to a 1% modifier to
that damage. Any points from 11-20 are worth a .5% modifier. Any
points from 21-30 are worth a 0.33% modifier, and so on. These
modifiers will always round down to the nearest whole number (ie,
12.5% will round down to 12%).
There are few exceptions to this weighting scheme, notably those rare
defenses which are limited in duration and have a hefty and constant
drain associated with them.
An example of damage resistance:
% Damage Modified / DMP Value Required
1% 1
2% 2
3% 3
...
10% 10
11% 12
12% 14
13% 16
...
20% 30
21% 33
22% 36
23% 39
...
30% 50
31% 60
32% 70
Now, HELP DMP is good and fine...but without knowing how much skills actually do, and if racial stuff is affected, etc....it's VERY useless.
Date: 9/11/2007 at 20:00
From: Morgfyre, the Legion
To : Everyone
Subj: Damage
The damage routine has been completely re-written behind-the-scenes.
This involved a significant amount of effort and time, but should lend
itself to a more streamlined and efficient damage function in the
future. While I tested this thoroughly, there may be a few errors which
have slipped through the cracks, so if you notice any bugs with damage
please file a bugreport.
More pertinent to you, however, the way that damage resistance is
calculated has been completely changed. It is now weighted, and each
buff is no longer applied individually (which allowed some obscene
damage resistance in certain cases - the highest I calculated was up to
175%). The helpfile HELP DMP has been introduced to explain this new
system.
There are a handful of exceptions to this new weighting system - mostly
those skills which are very limited in duration or have some kind of
constant drain asssociated with them.
Overall, it can be summarized thusly:
+ Those with very high damage resistance will notice a decrease
+ Those with low to moderate damage resistance will notice little to no
change
Penned by My hand on the 19th of Roarkian, in the year 185 CE.
HELP DMP
4.2.2 DAMAGE MODIFIER POINTS
Damage modifier points (DMPs) (only resistance at this time) are
based on a system of weighted points. The points are weighted in tiers,
as follows:
DMPs Tier Weight Ratio
1-10 1 1:1
11-20 2 2:1
21-30 3 3:1
31+ 4 10:1
Therefore, any points from 1-10 are equivalent to a 1% modifier to
that damage. Any points from 11-20 are worth a .5% modifier. Any
points from 21-30 are worth a 0.33% modifier, and so on. These
modifiers will always round down to the nearest whole number (ie,
12.5% will round down to 12%).
There are few exceptions to this weighting scheme, notably those rare
defenses which are limited in duration and have a hefty and constant
drain associated with them.
An example of damage resistance:
% Damage Modified / DMP Value Required
1% 1
2% 2
3% 3
...
10% 10
11% 12
12% 14
13% 16
...
20% 30
21% 33
22% 36
23% 39
...
30% 50
31% 60
32% 70
Now, HELP DMP is good and fine...but without knowing how much skills actually do, and if racial stuff is affected, etc....it's VERY useless.
Ashteru2007-09-11 20:14:36
I have to say, I don't really like those changes. If it's applied to all DRs across the board...why affect racials/resilience/magic? Seems to me the main problem were buffs in specific skillsets, I wonder if it would've been better by just changing those skills instead of nerfing everything.
Unknown2007-09-11 20:15:42
QUOTE(Ashteru @ Sep 11 2007, 03:05 PM) 440929
Now, HELP DMP is good and fine...but without knowing how much skills actually do, and if racial stuff is affected, etc....it's VERY useless.
Agreed.
Conceptually, it makes sense, but we don't know how many points a LVL 1 resistance is. We also don't know if cutting/blunt defense is included, or how much anything is worth. So, while the concept is helpful, HELP DMP doesn't really tell us anything.
EDIT: I suspect that this is also meant to address kephera tanky-ness, in addition to other damage resistances, and make it more consistent with stat buffs and regenerations. It makes sense that they want it to work this way, and I suspect that it affects racial resistances too. Still, we don't know anything at all right now. Will this mean that a LVL 3 racial blunt resistance is really only worth the same as a lvl 2? Or maybe a 2.5? Things like that would be nonsensical.
Daganev2007-09-11 20:16:28
QUOTE(Ashteru @ Sep 11 2007, 01:14 PM) 440930
I have to say, I don't really like those changes. If it's applied to all DRs across the board...why affect racials/resilience/magic? Seems to me the main problem were buffs in specific skillsets, I wonder if it would've been better by just changing those skills instead of nerfing everything.
No, its better to change everything and make use of it in the future then to tweek forever.
I assume level 3 resisance is 15%.
I'm sure Xenthos will be able to tell you the point values of all the defenses of the Ebonguard very shortly
Think of it as new IG research to do!
Morgfyre2007-09-11 20:19:16
The relative values of all defenses remain unchanged.
Ashteru2007-09-11 20:20:00
QUOTE(Morgfyre @ Sep 11 2007, 08:19 PM) 440933
The relative values of all defenses remain unchanged.
with these new changes, it would still be nice to actually be able to check the values of those defenses, so would you please add some kind of help where every DR is listed with the value?
Morgfyre2007-09-11 20:21:45
QUOTE(Ashteru @ Sep 11 2007, 01:20 PM) 440934
with these new changes, it would still be nice to actually be able to check the values of those defenses, so would you please add some kind of help where every DR is listed with the value?
No. I'll give you a hint, however. You can roughly figure out the point value of a defense by translating its former % resistance into a numeric format.
Ashteru2007-09-11 20:24:52
QUOTE(Morgfyre @ Sep 11 2007, 08:21 PM) 440937
No. I'll give you a hint, however. You can roughly figure out the point value of a defense by translating its former % resistance into a numeric format.
Yes, I knew that, but it would still be nice to see it listed somewhere, simply because you can never know if you don't go off of the wrong %s for skills.
Daganev2007-09-11 20:27:26
Would it be possible for the DMP to be added to AB files? (slowly, over time ofcourse) and added to New AB files.
Ashteru2007-09-11 21:25:00
5765h, 8176m, 6480e, 3p, 23400en, 32303w lrxk /23:23:15.656/<>-
A sadistic mitran slams one end of a baseless scale into you.
A sadistic mitran slams one end of a baseless scale into you.
3630h, 8176m, 6480e, 3p, 23400en, 32303w lrxk /23:23:15.921/<>-
5434h, 8385m, 6480e, 10p, 23400en, 32384w lrxk /23:22:42.515/<>-
A sadistic mitran slams one end of a baseless scale into you.
4383h, 8385m, 6480e, 10p, 23400en, 32384w lrxk /23:22:43.515/<>-
whyyyy...
A sadistic mitran slams one end of a baseless scale into you.
A sadistic mitran slams one end of a baseless scale into you.
3630h, 8176m, 6480e, 3p, 23400en, 32303w lrxk /23:23:15.921/<>-
5434h, 8385m, 6480e, 10p, 23400en, 32384w lrxk /23:22:42.515/<>-
A sadistic mitran slams one end of a baseless scale into you.
4383h, 8385m, 6480e, 10p, 23400en, 32384w lrxk /23:22:43.515/<>-
whyyyy...
Acrune2007-09-11 21:26:10
Poor you, you bash like me now.
Ashteru2007-09-11 21:37:38
Doubt it.
Caffrey2007-09-11 21:44:49
but but... I liked stacking DR's
175% eh? Best resistance I ever had was
Tae'dae + robe + shield(with trueshield) + trans resilience + drawdown + barkskin + shine at waning gibbious + 20% corocodile sphere. Wonder how much DR that was...
Stood in UV lake and tanked krakens without sipping
Guess I won't try it again now
175% eh? Best resistance I ever had was
Tae'dae + robe + shield(with trueshield) + trans resilience + drawdown + barkskin + shine at waning gibbious + 20% corocodile sphere. Wonder how much DR that was...
Stood in UV lake and tanked krakens without sipping
Guess I won't try it again now
Ceren2007-09-11 21:50:34
Excellent change and a great step towards overall game balance. Very good implementation too, I noticed of the skills I have that actually show the dmp currently, the dmp was raised to make it about the same as it was before the change, provided you don't stack other defs with it.
Revan2007-09-11 21:57:35
Eh, it WOULD have been a good change if damage hadn't been left the same
Kharaen2007-09-11 21:58:31
Wait wait wait wait...this means I'm EVEN squishier now? Oh how deathsight loves me >.>
Ixion2007-09-11 22:06:17
Harr Harr! I have absolutely no decrease in tankiness...
Oh wait, that's because I have no damage resistence whatsoever.
Oh wait, that's because I have no damage resistence whatsoever.
Acrune2007-09-11 22:06:31
QUOTE(Revan @ Sep 11 2007, 05:57 PM) 440954
Eh, it WOULD have been a good change if damage hadn't been left the same
That'll probably be addressed next.
Ceren2007-09-11 22:07:40
QUOTE(Revan @ Sep 11 2007, 04:57 PM) 440954
Eh, it WOULD have been a good change if damage hadn't been left the same
This change means that every class gets about the amount of damage reduction they were designed to have, and additional reduction from outside sources like race and truefavours have less effect.
Shamarah2007-09-11 22:10:27
QUOTE(ceren @ Sep 11 2007, 06:07 PM) 440958
This change means that every class gets about the amount of damage reduction they were designed to have, and additional reduction from outside sources like race and truefavours have less effect.
No, it doesn't.
Practically everyone had more than 10% damage resistance. As an example, I believe barkskin was 10% physical reduction and nightkiss was 20% physical reduction. I had a 30% resistance in the old system. I now have a 20% resistance. That's a big drop, and that's a problem.