How is Perforate Artery (PA) hitting so hard?

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shade
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Postby shade » Sep 29, 2011 11:19

Back in the days, RPs were much lower. 750-800 was common, you'd need be really low RR and kill really high RR to hit 1000.
RPs per kill have been increased drastically, iirc it was one time with ToA and a second time with catacombs. On Uthgard we already have those increased bonuses, plus the various keep/relic bonuses you can get.
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Jonah
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Postby Jonah » Sep 29, 2011 18:22

shade wrote:Back in the days, RPs were much lower. 750-800 was common, you'd need be really low RR and kill really high RR to hit 1000.
RPs per kill have been increased drastically, iirc it was one time with ToA and a second time with catacombs. On Uthgard we already have those increased bonuses, plus the various keep/relic bonuses you can get.


Uthgard dont have the RP patch and there have been no other RP change afaik, show me patch notes that show something else.

The resson u got 800 rps back in the days was bcs ppl wasnt rr7+, not even lvl 50. A low rr lvl 50 has always been worth around 1k rps since i started in 2001. What u didnt have back int he days is relic/keep bonuses so that adds up here.

With the RP patch u gain more rps the lower ur own RR is. The opponents rps is also of some importance. At RR4 u gained about 2.5-3k rps for a single kill and it slowly decreased while u gained realm levels. This was mainly implemented so new ppls easier could catch up in RR.

Beanie
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Postby Beanie » Sep 29, 2011 19:19

shade wrote:Back in the days, RPs were much lower. 750-800 was common, you'd need be really low RR and kill really high RR to hit 1000.
RPs per kill have been increased drastically, iirc it was one time with ToA and a second time with catacombs. On Uthgard we already have those increased bonuses, plus the various keep/relic bonuses you can get.


Jonah wrote:
shade wrote:Back in the days, RPs were much lower. 750-800 was common, you'd need be really low RR and kill really high RR to hit 1000.
RPs per kill have been increased drastically, iirc it was one time with ToA and a second time with catacombs. On Uthgard we already have those increased bonuses, plus the various keep/relic bonuses you can get.


Uthgard dont have the RP patch and there have been no other RP change afaik, show me patch notes that show something else.

The resson u got 800 rps back in the days was bcs ppl wasnt rr7+, not even lvl 50. A low rr lvl 50 has always been worth around 1k rps since i started in 2001. What u didnt have back int he days is relic/keep bonuses so that adds up here.

With the RP patch u gain more rps the lower ur own RR is. The opponents rps is also of some importance. At RR4 u gained about 2.5-3k rps for a single kill and it slowly decreased while u gained realm levels. This was mainly implemented so new ppls easier could catch up in RR.


Not entirely true. In classic, a rr 1 level 50 was worth 910 realm points, and was worth one additional realm point for each realm level. So, a realm rank 7 would be worth 970 RPs, whereas a realm rank 7l1 would be worth 971 RPs. The formula was simple.

That figures out to be +18 realm points per level. + 10 points per realm rank (1, 2, 3...). I don't know how level differences diminished those values, or if they did (i.e. a level 50 farming a level 35), or if the values grow with comparison to levels. All I know is a 50v50 fight was calculated this way.

I'm not sure how Uthgard derives its RP figures, but they are high and inconsistent.

Anyway, this nonsense is off topic. Let's return to high PA damage and see if we can't find a way to fix an important, game-breaking issue.

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Artefact
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Postby Artefact » Sep 29, 2011 19:48

Magicco wrote:
borog wrote: Is 150+ damage reasonable for a INF/NS to get off a 1hand weapon?



lv50 vs grey maybe^^


Just blade spec on Mid Leather/Studded.
Pretty easy to make 200+ if they don't run PD and if you run with Aug Str and STR S/C buff/charge :)
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Seyha
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Postby Seyha » Sep 29, 2011 21:42

Artefact wrote:Just blade spec on Mid Leather/Studded.
Pretty easy to make 200+ if they don't run PD and if you run with Aug Str and STR S/C buff/charge :)


And this is with a low swing speed (<2.0 seconds).

And with extra damage from Viper spam.

And halving the target's block and evade rate with Dual Weild.

:roll:
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Austerim
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Postby Austerim » Sep 29, 2011 23:22

How dare they use an ability given to their classes and improve their DPS.
[3:10pm] <myrmidon^> You have to be a c*** to be awesome at daoc
[3:10pm] <myrmidon^> that's what I learnt
[3:11pm] <Frosty_> then why does austerim suck
lordgriffon wrote:Oh by the way... ever seen a group of 8 smite clerics? Or play against a group like that? I have. Absolute devastation. The group that runs up against them can't kill them fast enough because smite clerics have sooooooo many tools at their disposal combined with decent ranged damage with 8 of them dudes doing it!

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Isavyr
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Postby Isavyr » Sep 29, 2011 23:30

Beanie wrote:Anyway, this nonsense is off topic. Let's return to high PA damage and see if we can't find a way to fix an important, game-breaking issue.


Well it sounds like we aren't using the formula that was reverse-engineered by testers back in classic.
If we wanted to use that formula, we'd have to have developers first:
a) find the code
b) change the code

Whether they are able to do either, or have the willingness to do either, is another story.

It sounds like we've identified that PA isn't working as classic, though.

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Dragoonn
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Postby Dragoonn » Sep 30, 2011 23:31

hi all! i can say that on vortigern patch 1.60.. with 39 crit spec (full buffed by buffbot and rr7) my PA dmg was around 800+ con sbs and 600/700 on chain ^^
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shade
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Postby shade » Oct 01, 2011 08:35

Beanie wrote:Anyway, this nonsense is off topic. Let's return to high PA damage and see if we can't find a way to fix an important, game-breaking issue.


:D :D
“DAOC is not about what you can log. It's about what you can play :> ”

Uthgard 1.0: <Die Lettanten> Ivia - 8L8 Nightshade - Lone Enforcer since 8L1.
Uthgard 2.0: <Illuminated Stormriders> Oxy - Hero; Ivia - Nightshade.

Beanie
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Postby Beanie » Oct 02, 2011 05:30

shade wrote:
Beanie wrote:Anyway, this nonsense is off topic. Let's return to high PA damage and see if we can't find a way to fix an important, game-breaking issue.


:D :D



So, being as you play an assassin, am I to assume you don't believe that you PA tanks 3x harder than intended to is a big issue? Throw in a couple of autowin RAs (at least one RA you're not even meant to have [Vanish as a NS]) on top of that, take away a tank's weaponskill, absorb, and weaken its 2h damage, what would you call it if not gamebreaking? Stealthers are playing characters 3x powerful than they should be, while tanks are playing classes 50% of what they should be.

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Magicco
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Postby Magicco » Oct 02, 2011 17:12

Dragoonn wrote:hi all! i can say that on vortigern patch 1.60.. with 39 crit spec (full buffed by buffbot and rr7) my PA dmg was around 800+ con sbs and 600/700 on chain ^^



pls watch the video before talking

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MotaroReloaded
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Postby MotaroReloaded » Oct 03, 2011 00:20

I ve done tests with a sb for PA and indeed its not livelike, this is what i remember from them :
- on the same target on live you get diferent types of dmg like 450 once and 380 after, on uthg the PA hited for the same amount 3 times one after another, thus on live the variance of 100% to 140% that we have for any melee spec , respects same standards as for PA ;
- on live, CS spec over 50 skill increased both PA dmg and folowup styles as CD etc, also the speed of a 1h weapon didnt had such a great diference in PA dmg, style bonus was still high , and for a faster cd was worth to use faster weps .
- on live if u sat down PA dmg was double, here on uthg i ve been PA ed by same person siting and standing and the amount was the same , i m not sure if normal melee styles have this issue also, i l have to test it.

I need to get my hands on my writings as 1 year pased since then , and if i have time i l redo those tests. Even tho on live dmg for PA has been increased, we can still study how it is afected by armour absorb .

PS Absorb and AF in DAOC are the same ,its a corelation between them, they shouldnt be taken like individuals.

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Magicco
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Postby Magicco » Oct 03, 2011 00:53

PA a grey realm enemy and look at this mega high cap damage xD

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Razzer
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Postby Razzer » Oct 03, 2011 01:37

@Motaro

yes and stats have no influence on PA on UIthgard, so you will do same damage unbuffed and fullbuffed - this is wrong.
Uthgard till 2003!

Beanie
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Postby Beanie » Oct 03, 2011 09:09

MotaroReloaded wrote:I ve done tests with a sb for PA and indeed its not livelike, this is what i remember from them :
- on the same target on live you get diferent types of dmg like 450 once and 380 after, on uthg the PA hited for the same amount 3 times one after another, thus on live the variance of 100% to 140% that we have for any melee spec , respects same standards as for PA ;
- on live, CS spec over 50 skill increased both PA dmg and folowup styles as CD etc, also the speed of a 1h weapon didnt had such a great diference in PA dmg, style bonus was still high , and for a faster cd was worth to use faster weps .
- on live if u sat down PA dmg was double, here on uthg i ve been PA ed by same person siting and standing and the amount was the same , i m not sure if normal melee styles have this issue also, i l have to test it.

I need to get my hands on my writings as 1 year pased since then , and if i have time i l redo those tests. Even tho on live dmg for PA has been increased, we can still study how it is afected by armour absorb .

PS Absorb and AF in DAOC are the same ,its a corelation between them, they shouldnt be taken like individuals.


Any test you could perform on Live would be totally irrelevant in any case, as most of the mechanics were reconfigured with the consideration of artifacts and MLs. Not even live is classic-like anymore.

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