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  Click here to go to the first Dev post in this thread.   Thread: PVP Damage

  1. #1
    Forum Adept FriedSushi's Avatar
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    Default PVP Damage

    I know this has probably been suggested already, but the pvp damage should be somewhere between the original release damage and current damage

    Original release :|<----------------------$---------|------------------------------>Current
    $- THERE

    EDIT: ok, after playing a few more pvp games, I have a NEW CHART!!

    original release<-----------------------------|---$------------------------->current
    Last edited by FriedSushi; 05-26-2010 at 12:07 AM.
    ...............
    Wetphart Level 41 Dex Bear

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    Default

    Haha, I like your little illustration

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    Senior Member Prest87's Avatar
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    Actually it is pretty good with my archer i can kill guys in 5seconds
    Mains: Dahood lvl55 Archer/Lvl11 Operative/Prest lvl36 Tank

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    Default

    I find my abilities do more damage than the weapon, may go full defense and max mana regen and just spam spells

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    Senior Member Azrael's Avatar
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    The damage isn't the issue. When archers actually hit their target they can still kill very quickly.
    The problem is the ridiculous dodge rate. Dodge is way to high for most characters. For some reason, focus and rage seem to be increasing hit % even though it doesn't show it on the stat page.

    Armor mitigation needs to actually define classes, but as of now armor is so similar it doesn't, and the dodge rates are what is keeping people alive. Yes warriors have noticeably higher armor, but its Ironblood and evasion that actually makes most of the difference, once it is stacked onto a base of around 88 armor.

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    Default

    If someone is frozen dodge should be zero but I don't think that is the case either.

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    Forum Adept FriedSushi's Avatar
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    Default

    They can do the matrix if only their feet are frozen
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    Wetphart Level 41 Dex Bear

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    Guardian of Alterra Royce's Avatar
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    Default

    Quote Originally Posted by FriedSushi View Post
    They can do the matrix if only their feet are frozen
    LOL. Excellent point, but that should be a passive skill or something

    Seriously, damage right now is hilarious. My mage faced off against another earlier, and we were toe to toe for about 15 minutes before he went down. I think he just got bored. It works okay if you have teams actually working together, but any one on one is just an infinite draw. I think the current level is probably slightly closer to the sweet spot than the original release damage was. That was just terrible, unplayable. This is somewhat playable though kind of amusing at times.

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    Forum Adept FriedSushi's Avatar
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    Yup. As second chart says (chart haha), should be in between, but leaning more towards current damage now
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    Senior Member Azrael's Avatar
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    Quote Originally Posted by Royce View Post
    LOL. Excellent point, but that should be a passive skill or something

    Seriously, damage right now is hilarious. My mage faced off against another earlier, and we were toe to toe for about 15 minutes before he went down. I think he just got bored. It works okay if you have teams actually working together, but any one on one is just an infinite draw. I think the current level is probably slightly closer to the sweet spot than the original release damage was. That was just terrible, unplayable. This is somewhat playable though kind of amusing at times.
    I joined a game where two mages were fighting for about 5 minutes. I popped rage with my 2h croc spine, walked up to one of them, and 2 shot him. I laughed.

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    Junior Member Ajeje's Avatar
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    Hope they listen and they patch fast.
    Ajeje

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    Senior Member Prest87's Avatar
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    Plz change it back to 2nd update were u did less damage.
    Mains: Dahood lvl55 Archer/Lvl11 Operative/Prest lvl36 Tank

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    Forum Adept FriedSushi's Avatar
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    No way, this is the SWEET SPOT-or closer to it

    but also, why can a warrior with 140 armor including iron blood, and I do 1-2 damage crits, while me, with 104 armor including iron blood take 20-30 damag crits. Same weapon, same stats. Does 30 armor make that much of a differnece?
    Last edited by FriedSushi; 05-26-2010 at 10:48 PM.
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  14.   This is the last Dev post in this thread.   #14
    Spacetime Studios Dev Justg's Avatar
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    I played for awhile tonight as Boomer... I thought the pace was pretty darn good. Balance is a different issue, and I think that Cinco is working on some spectal things to even out the playing field, but the amount of time it took to engage in battle felt pretty good to me. How about you guys?

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    Quote Originally Posted by Justg View Post
    I played for awhile tonight as Boomer... I thought the pace was pretty darn good. Balance is a different issue, and I think that Cinco is working on some spectal things to even out the playing field, but the amount of time it took to engage in battle felt pretty good to me. How about you guys?
    I am not a big fan of team deathmatch, because I just feel it is boring. However, I thought that the amount of time it takes to play a game is great. All that needs to be fixed are the spawns and the balance issues.

    I think what would be awesome is a capture the flag type game. Obviously this isn't a gametype that is ended by kills, so more strategic elements come into play. I believe you guy said you were adding new gametypes down the line, so I shall wait for those!
    The two words that show off ones truly horrific values - Epic and Fail.

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    Forum Adept FriedSushi's Avatar
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    Default

    damage is almost perfect now- dodge seems to be normal now too, or it might just have been that once in the game i played. If it is changed, make it 30%-40% reduction IMO, nothing higher nothing lower.
    Can anyone confirm if dodge rates are fixed?
    Last edited by FriedSushi; 05-27-2010 at 09:13 PM.
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    Wetphart Level 41 Dex Bear

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    Senior Member Azrael's Avatar
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    Quote Originally Posted by FriedSushi View Post
    damage is perfect now- dodge seems to be normal now too, or it might just have been that once in the game i played. If it is changed, make it 30%-40% reduction IMO, nothing higher nothing lower.
    Can anyone confirm if dodge rates are fixed?
    Dodge seems to be fixed for the most part, but i want to test it more.
    Damage is fine, but fight end WAY to fast. Health should be raised by having str provide a significant health burst.

    Edit: I really don't like reliably killing my enemies in 2-3 hits almost every time. Fight end so quickly in pvp that it all just comes down to who has their cool downs ready. Its making pvp really boring. when two 5 man teams run into each other, it should end in 10-15 seconds. When 2 players fight each other, it should end in 3 seconds. I think a lot of us feel that way. It takes the skill out of it.
    Last edited by Azrael; 05-27-2010 at 08:19 PM.

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    Forum Adept FriedSushi's Avatar
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    str shouldnt be that significant. it should be a set amount every level ( maybe like 5 health and 3 manna per level), and both strength and int raise health and mana by 1 point per point
    ...............
    Wetphart Level 41 Dex Bear

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