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  Click here to go to the first Dev post in this thread.   Thread: Armor Analysis and it's impact on Damage Reduction

  1. #21
    Senior Member Jirikjurasek's Avatar
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    Just for comparison (Kalizza & Carapace) in one chart
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  2. #22
    Senior Member Jirikjurasek's Avatar
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    Quote Originally Posted by GoodSyntax View Post
    ... Armor Value * (Armor Modifier by level of attack mob) = Damage Reduction...

    Attachment 102044
    As was said, creep dmg modifier is level based. Its impossible to calculate that modifier, because you can't measure dmg with and without it. However creep dmg modifier is useless for us, players, because we just need to know dmg reduction per point of armor.

    Thanks for your thread and Carapace chart :-)

  3.   Click here to go to the next Dev post in this thread.   #23
    Spacetime Studios Dev Carapace's Avatar
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    The factor for parties you are not able to account for is a small variance in additional stats for mobs as part of playing with multiple players. Games like Diablo 2/3 do this, they just call it out when a player joins the world stating "Another hero has joined the game, Hell's minions grow stronger".

    We do something similar to keep the challenge more or less normalized within reasonable amounts. Exceptional players will still plow through with this modifier in place, but it helps preserve the integrity of the experience.
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    Guardian of Alterra FluffNStuff's Avatar
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    Quote Originally Posted by Carapace View Post
    The factor for parties you are not able to account for is a small variance in additional stats for mobs as part of playing with multiple players. Games like Diablo 2/3 do this, they just call it out when a player joins the world stating "Another hero has joined the game, Hell's minions grow stronger".

    We do something similar to keep the challenge more or less normalized within reasonable amounts. Exceptional players will still plow through with this modifier in place, but it helps preserve the integrity of the experience.
    The big question that seems to be on everyone's mind is whether that modifier is simply a function based on the number of players or does it take into account anything about the players other then just their level (armor/damage/rarity are some of the theories that have popped up)?

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  5.   This is the last Dev post in this thread.   #25
    Spacetime Studios Dev Carapace's Avatar
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    while the specifics I cannot disclose, it is based on the number of players and not items/stats of the players involved in the party.
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    Still doesn't explain why runs are so much more difficult with a maxed warrior present. When the majority of dps players agree with this, it's not a hallucination. We're also experienced enough not to believe it "just seems harder" due to their lack of damage or dps. And we're comparing a run of 4 dps to 3 dps + fatty - so it's not the number of players either.
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    Guardian of Alterra FluffNStuff's Avatar
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    Quote Originally Posted by Carapace View Post
    while the specifics I cannot disclose, it is based on the number of players and not items/stats of the players involved in the party.

    Can you disclose if the percent increase in stats is derived from the current mob stat or the original mob (Basicly, is it a compound rate or a simple rate).

    An example would be health. Elite Mobs have about 10K health. If stats increased by 50% per player then after you add one player, it would go up by 5K to 15K.
    Now the question is when the third player enters, does the stats go up by 50% of the original 10K or 50% of the current 15K.
    The Differences would be:

    Solo Two Players Three Players Four Players
    Simple 50% 10K 15K 20K 25K
    Compound 50% 10K 15K 22.5K 33.75K

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