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Discussion in 'Version 2.05' started by Diggo11, Jun 5, 2013.
Did you guys adapt my idea , changed it a bit but its nice
When activate this?
--from announcements - so I guess it's already active?
If yes, I'm not experienced dmg change.
Not that part yet, but it is very high priority for us.
..either some decent 54 dodging / 67 hiding / 48 aiming / 72 leadership are not enough for a defender to see some effect (all shots within gun's range), or I've just been unlucky, or something isn't working as expected
Today with the first real battle I used my old build (6400 hp, 150 stamina and all other skills around 80) as a dueller, in attack. And I have to say I didn't noticed any difference.
Tomorrow I will reskill to a build with more stamina, hiding and leadership. I hope that will be better
Oh, and some people told me we recieve a free reskill when the new formula is coming to the normal worlds. Is it true?
You can see the formula now, so you can examine it for yourself. Indeed, if you have many points in aiming or dodging, it would be advantageous to move most of them to the other three fort skills.
Is it me or is 1200 a bit low?
I know the purpose was to give HP-Tanks a disadvantage, but in theory I see a couple of (minor) issues.
To me it looks like (in theory ofcourse) having lower HP wil give a better resistance-bonus. Only problem with this is that lower HP-fortfighters always hang back because of the low HP (hiders, snipers etc.). So it seems a double edge sword, because I think most fortfighters will have a double disadvantage because of it (high HP --> lower resistance, also they still be at the front of the battles because lower HP's still hang back).
Second issue: how does this work out for soldiers (or premium soldiers), they get a 50% or 100% bonus on HP automatically, so they get another penalty with the new formula? (premium soldiers even more).
Personally I think the 1200-value should be around 2000 to 3000, the number of HP most players in game have, then lower HP get a little extra bonus and LP-Tanks still get a disadvantage.
It's not total HP but only points on HP. So there is no difference with soldiers and premium soldiers
Ok then that second part isn't relevant
Still doesn't change the first part
The new formula is a bit hard to understand. Can someone give an example of how it really works?
+what if the value of HP is 0?
What exactly the resistance do? If it's only (damage - resistance), it's useless. I could have 560 hp and resistance 33 or 1000 hp and resistance 18...
some can give an example to be easier to understand, with the respective formula.
The table is the same bonus?
Haha indeed what if HP is 0? You cannot divide by 0
you divide by your max hp so minimum is 100 (or so) for level 1 character.
The formula uses the skill points on HP, which can be 0.
But I guess it uses the IF - function if the hp is 0
/me steps in.
Formula uses max hp.
/me steps out.
Let's say pure NON-fighter doing average damage with golden gun and some 200 leadership:
Damage: 300 + (300 * 200/2000) = 300 + 30
Bonus of 30 is small, but better to make small tweaks until right balance is found.
I'm not sure how resistance effects something. With average todays soldier with 12.000hp and 60 stamina/hiding, i get resistance factor of 0.7.
What does this mean? All damage is resisted by 0.7%?
On the other hand, your todays average non-fighter (2000 hp and 130 stamina/hiding) gets number of around 7 for resistance. So 7% of damage inflicted is resisted? Or not % but 7 hp less?
Maybe more important would be to make pure HP players very very difficult to dodge anything thus making it not worthwhile going for pure hp. Afterall biggest problem is killing HP.
Very interesting battle on zz1 today, I would love to hear some people's thoughts