Evade Rate - Weapon Spec & Damage Stat (#1537)
53 posts
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*sigh*
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In block tests a beginner weapon with 1.2 DPS clearly raised block rate compared to a 16.2 DPS weapon (both with bonus 0%). I'm not sure whether your test is enough to show that it has no influence on evade.
It's done when it's done. Thanks for your patience.
Every bug gets fixed. Sooner or later. "It is an inescapable law of nature that the amount of satisfaction one gains from achieving something is related to how hard it is and easy things can only elicit a fleeting superficial sort of pleasure." Blue says, "you used macro tools or macro keyboard" Pala says, "i am disabled. and i have a mechanic left hand that can be programed. its hard to play woith one hand" [Appeal] Bxxxxxxxx: "why is RA first aid cann man i stealth use and not unstealth cann man ra if man use unstealth ?????????" BannedUser: "i was not using automate game action my hand was fall on keyboard during i was sleep .... i was completly fall on keyboard ..." |
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I conducted a test to see if weapon level/DPS affected evade rate. The results are posted towards the bottom of my first post. Weapon level does not appear to affect evade rate. My theory is that it does affect block rate because shields also have levels. So if the weapon level of the attacker is lower than the shield level of the blocker this will modify the block rate, and vice versa. Example: If the attacker has a level 51 weapon, and the defender has a level 51 shield, then the blockrate is not modified. If the attacker has a level 1 weapon, and the defender has a level 51 shield, then the blockrate is increased by x%. I would also assume that the same rule applies to parry. Because no item is directly involved with evading I do not believe weapon level has an affect on evade rate. My testing seems to confirm this.
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bump
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BAKUMP (yellow).
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bump
this is the most important balance issue we have atm. |
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I've found something to prove your theory about spec affecting evade. Weap spec higher than 50 doesnt really influence evade.
Here is the prove: http://vnboards.ign.com/midgard_stealther_professions/b20912/78799461/p1 http://www.classesofcamelot.com/other/styles/50mob12+17Evade.txt http://www.classesofcamelot.com/other/styles/50mob34+17Evade.txt http://www.classesofcamelot.com/other/styles/50mob50+17Evade.txt http://www.classesofcamelot.com/other/styles/50mob39+13AxeLA.txt http://www.classesofcamelot.com/other/styles/50mob50+13AxeLA.txt tests and post made by wyrd77 |
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That's good info.
We still need to prove if multiple attackers have an effect on evade-rate.
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Actually this proves that dual wielding has a huge impact on evade rate too
if the target is the same http://www.classesofcamelot.com/other/s ... cTests.xls dual wielder = 23% evade flexible user = 50% evade |
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Yes, and because this is implemented on Uthgard, dual-wield classes have an unfair advantage over other class-types. An advantage that is not live-like.
Defense penetration based on attack-type should be nerfed or disabled until a correct defense penetration system in implemented. I explained why in this thread: http://www.uthgard-server.net/modules.p ... ic&t=18843
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Seyha is correct. though imo think the fix is making defense rates work, not nerfing DW/CD/LA mechanics.
A block rate of 30%, halved by DW/LA/CD would be 15%. The difference between 15% and 30% (more livelike numbers) is way different than what you see on uthgard, where block rates are more like 75%. So you have 75% versus 37%. On live the difference between a DW user and a 2H user for block rates would be like 15% total, on uthgard its more like almost 40%. That has created a pretty huge disparity between the damage of DW/CD/LA versus everything else, against someone who evades or blocks a lot. Its a disparity that was never this big on live. And it can even be seen against classes that don't even spec shield, as their block rates on uthgard continue to be nearly what someone who specs shield on live would see. Does staff need help working out the specific equation to be used here? Or is there anything else the playerbase could do to help aid in the implementation of correctly working defenses? Broken defense rates, and broken interrupt code are the two biggest issues here atm, imo, if there is anything that the staff needs to help their implementation im sure there are lots of players that would be willing to help. |
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Tracker #1537
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Thanks for all your work, Trish.
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Nice, thank you. ![]() ![]() |
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![]() ![]() Looking forward to the fix. |
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