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    Default Discussion on the Newly Revealed DMG % System

    What are your thoughts on it? (Null_void revealed that dmg % bonus is only the largest variable taking action. So for example, a 25% dmg elixir beats all other dmg stacks because this is the largest variable.)

    I think that arcane pets, such as Singe and Hammerjaw, would decrease in usage more than they already have been because their damage bonus becomes obselete.

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    I'm still doing more research, so let's not jump to conclusions just yet.

    I am looking into armor and pet AA's today. If I have time, I will also look into the bonuses from Aimed Shot's 10% DMG bonus as well.

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    Can you give us the link or quote the statement and post it here.

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    Yes so sts add crit to damn singe

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    Quote Originally Posted by null_void View Post
    You are both correct. The way that the current multiplier system works depends on the statistic being multiplied. In the case of damage specifically, we apply the following rules:

    - Is there one or more debuff? If so, use the lowest damage multiplier (for example, if you have a 0.5 damage multiplier debuff and a 0.25 damage multiplier debuff, this would result in a multiplier of 0.25).
    - Otherwise, is there one or more buff? If so, use the highest damage multiplier (for example, if you have a 1.05 damage multiplier buff and a 1.25 damage multiplier buff, this would result in a multiplier of 1.25).

    Because of this, yes. If you have a passive skill with a 1.05 multiplier (5/5 skill), and you also have a pet out that gives you a 1.15 multiplier, your total damage multiplier will be 1.15.

    There are a few things that override this - bonus damage, double damage weekends and such interact with the statistic system differently from the normal multipliers, so they don't use this logic.
    Here ya go
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    Quote Originally Posted by Ebezaanec:1585960
    Quote Originally Posted by null_void View Post
    You are both correct. The way that the current multiplier system works depends on the statistic being multiplied. In the case of damage specifically, we apply the following rules:

    - Is there one or more debuff? If so, use the lowest damage multiplier (for example, if you have a 0.5 damage multiplier debuff and a 0.25 damage multiplier debuff, this would result in a multiplier of 0.25).
    - Otherwise, is there one or more buff? If so, use the highest damage multiplier (for example, if you have a 1.05 damage multiplier buff and a 1.25 damage multiplier buff, this would result in a multiplier of 1.25).

    Because of this, yes. If you have a passive skill with a 1.05 multiplier (5/5 skill), and you also have a pet out that gives you a 1.15 multiplier, your total damage multiplier will be 1.15.

    There are a few things that override this - bonus damage, double damage weekends and such interact with the statistic system differently from the normal multipliers, so they don't use this logic.
    Here ya go
    Thanks you very much
    This is a good info.

    If what i understand is right Then passive bonus is useless for most pet i use gives more dmg multiplier.
    Last edited by Cero; 04-14-2014 at 09:06 AM.

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    Why cant everything just stack up for everyone on any item/pet/elixir? isnt simple the easiest way?

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    Quote Originally Posted by matanofx View Post
    Why cant everything just stack up for everyone on any item/pet/elixir? isnt simple the easiest way?
    If all 'different buffs' stacked ... 5% passive + 10% veil + 15% pet + 25% single elixir + 30% combo ... you are looking at + 95% damage, or nearly double. Would you like to design a board that is both possible AND not insanely easy to BOTH players, one of whom puts out twice as much damage as the other? For how well that work, take a look at PL.

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    Quote Originally Posted by matanofx View Post
    Why cant everything just stack up for everyone on any item/pet/elixir? isnt simple the easiest way?
    Imagine 5/5 DMG passive, 15% DMG Happiness Bonus from your pet Loki, 10% DMG from a party members Arcane Ability on Orion, a 30% DMG bonus from a Combo Elixir and a 15% bonus in DMG% from standing in a Shadow Veil.

    What would you expect your damage bonus to be? +75% through straight addition of the bonuses, +98.57% through stacking with the Elixir stacked last?

    Whichever way you view it, +75% to almost +100% is grossly overpowered. With most Rogues possessing 450+ DMG, that almost means that you are one-hitting mobs in elite Tindirin.

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    Quote Originally Posted by GoodSyntax View Post
    Imagine 5/5 DMG passive, 15% DMG Happiness Bonus from your pet Loki, 10% DMG from a party members Arcane Ability on Orion, a 30% DMG bonus from a Combo Elixir and a 15% bonus in DMG% from standing in a Shadow Veil.

    What would you expect your damage bonus to be? +75% through straight addition of the bonuses, +98.57% through stacking with the Elixir stacked last?

    Whichever way you view it, +75% to almost +100% is grossly overpowered. With most Rogues possessing 450+ DMG, that almost means that you are one-hitting mobs in elite Tindirin.
    I wouldn't mind since they are one-hitting me. At least they could have stack pet + skills...

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    Quote Originally Posted by GoodSyntax View Post
    Imagine 5/5 DMG passive, 15% DMG Happiness Bonus from your pet Loki, 10% DMG from a party members Arcane Ability on Orion, a 30% DMG bonus from a Combo Elixir and a 15% bonus in DMG% from standing in a Shadow Veil.

    What would you expect your damage bonus to be? +75% through straight addition of the bonuses, +98.57% through stacking with the Elixir stacked last?

    Whichever way you view it, +75% to almost +100% is grossly overpowered. With most Rogues possessing 450+ DMG, that almost means that you are one-hitting mobs in elite Tindirin.
    I think why most people are upset is because STS or the information has not been made available. I think most players would not be utilizing the passive damage bonus or dmg elixirs if this information was readily available. It bothers me that the only people who readily find this are those who go digging in the forums. This is at least my viewpoint. I agree with you that plus 98% dmg is cray cray :P and would take a ton of challenge from this game.

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    Quote Originally Posted by null_void View Post
    You are both correct. The way that the current multiplier system works depends on the statistic being multiplied. In the case of damage specifically, we apply the following rules:

    - Is there one or more debuff? If so, use the lowest damage multiplier (for example, if you have a 0.5 damage multiplier debuff and a 0.25 damage multiplier debuff, this would result in a multiplier of 0.25).
    - Otherwise, is there one or more buff? If so, use the highest damage multiplier (for example, if you have a 1.05 damage multiplier buff and a 1.25 damage multiplier buff, this would result in a multiplier of 1.25).

    Because of this, yes. If you have a passive skill with a 1.05 multiplier (5/5 skill), and you also have a pet out that gives you a 1.15 multiplier, your total damage multiplier will be 1.15.

    There are a few things that override this - bonus damage, double damage weekends and such interact with the statistic system differently from the normal multipliers, so they don't use this logic.
    Does this mean sts knew right from day1 the damage % didn't stack?

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    Quote Originally Posted by EliteFamily View Post
    Does this mean sts knew right from day1 the damage % didn't stack?
    As a web developer I write code according to the functionality I am asked to provide, I don't write code and then find out what it does after. Every line of code is written specifically to implement a certain functionality. This is the same in all fields of development - web, apps, software, gaming, etc.

    Whoever coded the elixir stacking would have had to be following the game designer's instructions. Unless there was some rogue coder giggling and saying "ooh let's just leave these unstackable" without telling anyone (unlikely), it would have been a decision made when building the game.


    Edit:

    Pet damage is only obsolete IF you are using a damage elixir. The biggest points discussed so far are:
    • Pet damage is nulled when using damage or combo elixirs
    • Combo elixirs and single damage elixirs do not stack.
    • Passive damage is useless when using a pet with damage %
    • Archon damage bonus is overwritten by just about everything
    • Shadow veil damage upgrade is part of this damage-non-stacking thing. So Abaddon and Shadow Veil do not work together.
    Last edited by Serancha; 04-14-2014 at 09:27 AM.
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    Quote Originally Posted by Serancha View Post
    As a web developer I write code according to the functionality I am asked to provide, I don't write code and then find out what it does after. Every line of code is written specifically to implement a certain functionality. This is the same in all fields of development - web, apps, software, gaming, etc.

    Whoever coded the elixir stacking would have had to be following the game designer's instructions. Unless there was some rogue coder giggling and saying "ooh let's just leave these unstackable" without telling anyone (unlikely), it would have been a decision made when building the game.
    The other option is that there is a bug. Maybe the designer built it in a way that it isn't easily fixed. Or maybe it was as intended.

    But I say this much... this is a game changer. And is something we would probably have figured out in season 1/2 with passive bonuses displayed.
    Last edited by Rare; 04-14-2014 at 09:29 AM.

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    Quote Originally Posted by Serancha View Post
    As a web developer I write code according to the functionality I am asked to provide, I don't write code and then find out what it does after. Every line of code is written specifically to implement a certain functionality. This is the same in all fields of development - web, apps, software, gaming, etc.

    Whoever coded the elixir stacking would have had to be following the game designer's instructions. Unless there was some rogue coder giggling and saying "ooh let's just leave these unstackable" without telling anyone (unlikely), it would have been a decision made when building the game.


    Edit:

    Pet damage is only obsolete IF you are using a damage elixir. The biggest points discussed so far are:
    • Pet damage is nulled when using damage or combo elixirs
    • Combo elixirs and single damage elixirs do not stack.
    • Passive damage is useless when using a pet with damage %
    • Archon damage bonus is overwritten by just about everything
    • Shadow veil damage upgrade is part of this damage-non-stacking thing. So Abaddon and Shadow Veil do not work together.
    What about vengeful blood and shadowlurk AA ???





    Seriously this thing is making me laugh.

    The system and what we believed till today has all been thrown into thr dustbin.

    Aaaah my plats :"S

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    Quote Originally Posted by Serancha View Post
    As a web developer I write code according to the functionality I am asked to provide, I don't write code and then find out what it does after. Every line of code is written specifically to implement a certain functionality. This is the same in all fields of development - web, apps, software, gaming, etc.

    Whoever coded the elixir stacking would have had to be following the game designer's instructions. Unless there was some rogue coder giggling and saying "ooh let's just leave these unstackable" without telling anyone (unlikely), it would have been a decision made when building the game.


    Edit:

    Pet damage is only obsolete IF you are using a damage elixir. The biggest points discussed so far are:
    • Pet damage is nulled when using damage or combo elixirs
    • Combo elixirs and single damage elixirs do not stack.
    • Passive damage is useless when using a pet with damage %
    • Archon damage bonus is overwritten by just about everything
    • Shadow veil damage upgrade is part of this damage-non-stacking thing. So Abaddon and Shadow Veil do not work together.
    Please keep this post updated with the latest "biggest points". Thanks

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    So basically, if you're using any damage pet... the damage passive is pointless.

    Interesting...

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    Quote Originally Posted by Aedenos View Post
    So basically, if you're using any damage pet... the damage passive is pointless.

    Interesting...
    This is true. When equipped with Samael, you recieve an extra 10% dmg from happiness bonus, so putting skill points in the dmg passive is useless. Unfortunately, it applies with Archon Rings as well (STR and DEX types), so with a 3.5% armor bonus, your durable passive is useless. Because of this, I have to switch to a mythic ring for my warrior because I rather have 5% armor bonus from passives than 3.5% armor bonus.
    Last edited by Instanthumor; 04-14-2014 at 04:05 PM.

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    Quote Originally Posted by Instanthumor View Post
    This is true. When equipped with Samael, you recieve an extra 10% dmg from happiness bonus, so putting skill points in the dmg passive is useless. Unfortunately, it applies with Archon Rings as well (STR and DEX types), so with a 3.5% armor bonus, your durable passive is useless. Because of this, I have to switch to a mythic ring for my warrior because I rather have 5% armor bonus from passives than 3.5% armor bonus.


    I dont think the armor% applies in this because when you equip archon ring your armor is boosted
    Last edited by Cero; 04-14-2014 at 04:19 PM.

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    Quote Originally Posted by Instanthumor View Post
    This is true. When equipped with Samael, you recieve an extra 10% dmg from happiness bonus, so putting skill points in the dmg passive is useless. Unfortunately, it applies with Archon Rings as well (STR and DEX types), so with a 3.5% armor bonus, your durable passive is useless. Because of this, I have to switch to a mythic ring for my warrior because I rather have 5% armor bonus from passives than 3.5% armor bonus.
    Actually in pvp we tested the armor ring quite carefully, and it did still have effect when combined with passive armor.

    This was not the case for archon damage ring when combined with damage pet having over 10% damage boost. I put the info on the original thread about this.
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