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Thread: Discussion on the Newly Revealed DMG % System

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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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    Senior Member GoodSyntax's Avatar
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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 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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    So basically, if you're using any damage pet... the damage passive is pointless.

    Interesting...

    AL: Rare (Rogue)/Common (Warrior)/Mythic (Sorcerer)

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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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    It's silly and unnecessarily complicated. A hard cap (like how it supposedly is on luck) would've been better and easier to understand for everyone.

    Good thing there's a skill overhaul in the works, because damage passive just became another unused skill.
    Airys <Average Joes>

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    I say thanks to GoodSyntax. This really changed AL as we know it and could really affect gameplay and skill setups.

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    Took us 6 seasons ... And to think, we'd of known this if instead of working on events to soak up platinum, they'd actually try and fix the bugs that have been here since season 1.
    *sigh* looks like I'm respeccing since I've wasted 5 skill points for like ever. Thanks for sharing. Gonna go ahead and find a place for those 5 skill points now

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    This means, if i use pet with 10 % + dmg and have passive with +5 % dmg i will still have 10 % dmg

    Just next trick to have elixirs active everytime...


    Thx for telling me guys!!

    STS Should fix that wierd system... otherway they put DMG passive without point.


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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 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 FluffNStuff View Post
    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.
    If it's unable to be combined why even go to all the trouble to make fake things. They should remove all the damage buffs from skills\passives since the pet apparently cancels them out and the elixir cancels all of it. This is really disappointing. They need to take a serious look at this and stop trying to push out content. Fix your bugs first please sts:/

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    Quote Originally Posted by EliteFamily:1586083
    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
    Basically shadowlurk adds 10% to the user. The aa adds 10% too. Since the 2 10% buffs are equal and based on the information, the aa does nothing for the user. Most likely the 10% dmg increase is going to do nothing to your teammates if they have a buff like from a pet with 10% or higher (which is common at endgame) . Consider the aa of shadowlurk aa as just 20 crit.

    Vengeful blood adds 25% dmg increase for a few seconds. In pve, if you already have a dmg elixir the vb dmg increase is equal and no point. You can still use vb for the str and crit increase.

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    Senior Member GoodSyntax's Avatar
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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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