Damage Resistance Changes

by Ashteru

Back to Common Grounds.

Unknown2007-09-13 01:39:08
I sort of see what you're saying, but if every stat gets diluted, wouldn't that mean everyone gets equally weaker, and everything stays the same?
Unknown2007-09-13 01:44:31
What would be the effect on low-constitution races? Would a relatively low con now be less of a handicap? It seems like imps are going to be made better and better, and I'm not sure that is necessary.

If charisma is normalized, will influence damage/resistances also be looked at?
Krellan2007-09-13 01:49:39
Doesn't this still mean that people are just going to pick the best racial resistance races or the best con races still? I mean even if it's diluted, it's still better because the difference is more noticeable between 14 and 17 con than 14 and 17 strength with the current system. Well either that, or people are going to go for the most racial buffs like kephera for damage reduction stacking or speed buffs like mugwumps or faelings for the level 3 equilibriums and balances.
Revan2007-09-13 01:53:59
I just hope the Admin takes a look at bashing, because me not being able to tank 3 kephera is wrong at lvl 86 =/
Shiri2007-09-13 01:54:30
This does seem to make faelings and mugwumps even better, yeah.
Acrune2007-09-13 02:00:34
QUOTE(Revan @ Sep 12 2007, 09:53 PM) 441413
I just hope the Admin takes a look at bashing, because me not being able to tank 3 kephera is wrong at lvl 86 =/


I can barely tank 2 fesixes at level 94. :/
Shiri2007-09-13 02:03:43
Not being able to tank 3 kephera is NOT wrong at level 86, I'm a damn titan and I can't easily tank 3 illithoids.

EDIT: Typo, hush Elryn
Shryke2007-09-13 02:11:11
I think I have a feel for the problem...

You've over nerfed high end damage, while buffing the low end too much, so the variance between two say... a mugwump, and a loboshigaru, is too small... (the same is true with resistances... A class with no resistances and VERY strong offense loses nothing, while strong resistance classes with weaker offense lose the majority of their strength)

While I agree that the high end damage needed to be looked at, the low end didn't. Remove the buff to low int/str/dex races for one.

Also, increase the weighting of % resistances to... 1-20 1:1, 21-40 2:1 41-60 3:1 and 61+ 4:1... This nerfs those HUGE resistances, but it doesn't make resists useless...

Simply, tone down the changes, and remove the low end buffs.
Acrune2007-09-13 02:16:01
QUOTE(Shryke @ Sep 12 2007, 10:11 PM) 441419
I think I have a feel for the problem...

You've over nerfed high end damage, while buffing the low end too much, so the variance between two say... a mugwump, and a loboshigaru, is too small... (the same is true with resistances... A class with no resistances and VERY strong offense loses nothing, while strong resistance classes with weaker offense lose the majority of their strength)

While I agree that the high end damage needed to be looked at, the low end didn't. Remove the buff to low int/str/dex races for one.

Also, increase the weighting of % resistances to... 1-20 1:1, 21-40 2:1 41-60 3:1 and 61+ 4:1... This nerfs those HUGE resistances, but it doesn't make resists useless...

Simply, tone down the changes, and remove the low end buffs.


That sounds good.
Myndaen2007-09-13 02:17:06
QUOTE(Avaer @ Sep 12 2007, 08:44 PM) 441409
If charisma is normalized, will influence damage/resistances also be looked at?


Doubt that, if they don't care how viable influencing is in the end-game, I can't imagine that they'd spend too much time on it.

As an aside, I once read an interesting article on game management that said a game should never nerf, but always buff. If classes are imbalanced, buff the weaker one up, rather than nerfing the stronger one down. Was an interesting article.

Can anyone tell me what the point of going for demigod/titan is now, let alone after the additional 'stat normalization' changes? I'm hoping that there is one, but hey, silver lining: Once I get to 80 I won't be obligated to bash anymore.
Krellan2007-09-13 02:27:13
i personally still like zap a lot plus level 3 regens everywhere and free power. Avatar powers are pretty sweet too, but with the change in essences, using them has the same cost as dying, so they're not really worth it.
Unknown2007-09-13 02:27:49
QUOTE(Myndaen @ Sep 12 2007, 10:17 PM) 441421
Doubt that, if they don't care how viable influencing is in the end-game, I can't imagine that they'd spend too much time on it.

As an aside, I once read an interesting article on game management that said a game should never nerf, but always buff. If classes are imbalanced, buff the weaker one up, rather than nerfing the stronger one down. Was an interesting article.

Can anyone tell me what the point of going for demigod/titan is now, let alone after the additional 'stat normalization' changes? I'm hoping that there is one, but hey, silver lining: Once I get to 80 I won't be obligated to bash anymore.


There are so many things wrong with most of what you just said. I hope you realize that one day.
Unknown2007-09-13 02:49:11
Has something been changed with Influencing with this too?

I was doing the Influencing Collegium bit in Magnagora and noticed that it was taking my little human more than it really should have to influence one of the denizens there (ex. last week it only took three tries to get them to give something up, I tried for a couple minutes to get one to no avail today).
Acrune2007-09-13 03:00:46
Influencing doesn't seem to be working.
Unknown2007-09-13 03:06:38
That's a good sign - it means that's being looked at as well!

Thanks Gods! wub.gif
Shamarah2007-09-13 03:07:57
What are you talking about? I mean, stomp toad was broken earlier. That doesn't mean it was being looked at tongue.gif
Shryke2007-09-13 03:09:47
QUOTE(Shryke @ Sep 12 2007, 07:11 PM) 441419
I think I have a feel for the problem...

You've over nerfed high end damage, while buffing the low end too much, so the variance between two say... a mugwump, and a loboshigaru, is too small... (the same is true with resistances... A class with no resistances and VERY strong offense loses nothing, while strong resistance classes with weaker offense lose the majority of their strength)

While I agree that the high end damage needed to be looked at, the low end didn't. Remove the buff to low int/str/dex races for one.

Also, increase the weighting of % resistances to... 1-20 1:1, 21-40 2:1 41-60 3:1 and 61+ 4:1... This nerfs those HUGE resistances, but it doesn't make resists useless...

Simply, tone down the changes, and remove the low end buffs.



Hmm, I agree, comments?
Unknown2007-09-13 03:16:59
QUOTE(Zarquan @ Sep 12 2007, 07:27 PM) 441423
There are so many things wrong with most of what you just said. I hope you realize that one day.


Actually, it depends on what you view as buffing. You can buff things continuously without making things impossible.

For example, Class A has insane damage resistance, so that Class B and C can't hurt them. What do you do? Increase both the damage and damage resistance of Class B and C, and the damage of Class A, so that Class A takes more damage while Classes B and C don't take any more damage from eachother than they did before, but still take the same damage from Class A, and so you've found a balance that doesn't result in people whinning about being nerfed.

All in all, its a better solution if you're trying to deal with a large group of people and trying to please as many of them as possible.

Also, wider damage ranges also give you more room to work.

For example, in a game where you max out at 200 hp, damages have to be fairly low, and with fairly low damage, a difference of 5 isn't huge. However, when you've got 2000 hp to deal with, you can allow protections that cut down on a lot more, because damages are higher. In the end, precentages might be the exact same, but people are stupid and like numbers that look bigger, even if they aren't. But, because the numbers are the same, if you scale everyone equally, then it never really gets out of hand. Sure, you might end up with races that have 10k hp as the norm, but attacks will be doing more damage too, so, really, its just abusing people's faulty perception over anything else.
Creslin2007-09-13 03:25:02
I've been able to repeat the test I did before with the same person. To recap, its 14 intelligence vs. 18 intelligence, identical defenses to best of my knowledge. Without my skill defenses, but with my worn items (robes, cloak, coat, shield and symbol) and trans magic (we both have), she caused 750 damage with cosmicfire. After, she caused 690. I caused 800 to her with her defenses. So, my skill defensing provided a 60 point reduction, or .8%. This, I believe, is what it should be with halo, as its dmp is quoted in the ab file. I thought draconis protected against magic, which is not apparent here and should have a dmp of 18 for me. The difference of four intelligence, then, ends up being 110 points, or 7.3%. This is a great improvement over 14=18, though I still do less than I used to, I think. I didn't get lucky with fortuna, so I can't test at the moment 18 vs. 19 intelligence.
Unknown2007-09-13 03:45:24
QUOTE(Creslin @ Sep 12 2007, 08:25 PM) 441436
I've been able to repeat the test I did before with the same person. To recap, its 14 intelligence vs. 18 intelligence, identical defenses to best of my knowledge. Without my skill defenses, but with my worn items (robes, cloak, coat, shield and symbol) and trans magic (we both have), she caused 750 damage with cosmicfire. After, she caused 690. I caused 800 to her with her defenses. So, my skill defensing provided a 60 point reduction, or .8%. This, I believe, is what it should be with halo, as its dmp is quoted in the ab file. I thought draconis protected against magic, which is not apparent here and should have a dmp of 18 for me. The difference of four intelligence, then, ends up being 110 points, or 7.3%. This is a great improvement over 14=18, though I still do less than I used to, I think. I didn't get lucky with fortuna, so I can't test at the moment 18 vs. 19 intelligence.


This I am more agreeable with: rather than completely remove the low end buff as was suggested, just tone it down a bit. I've been saying since the change that making 10 INT = 18 was really overdoing it, but I do like the kind of difference Creslin demonstrated with 14 vs. 18. So long as bashing for money isn't so much of a chore that I have to stop halfway (if that far) through and exchange corpses before they start decaying, that would be a good place to be, I would say.