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Thread: Flawed buff/debuff mechanics.

  1. #41
    Senior Member Madnex's Avatar
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    Quote Originally Posted by Deathlyreaper View Post
    Wait so is it only the armour buff thats the problem?? Or are there other debuff problems too?
    It's universal. Most complaints are focusing on how the permanent damage debuff in PvP for rogues is cancelling the damage buff from pets.

    But, you can also use it to your advantage. For example, Shadow Veil's damage debuff keeps the Orc Brutes tamed all day.

  2. #42
    Senior Member Deathlyreaper's Avatar
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    Oh ok any other tips possibly a mage could use.

  3. #43
    Senior Member Madnex's Avatar
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    Quote Originally Posted by Deathlyreaper View Post
    Oh ok any other tips possibly a mage could use.
    Well, there's Curse that could be viable (for new elites only) since we're looking at strengthened mob clusters with light density. Curse should also work well on the second boss, assuming the party members can survive hits and let the bleed DoT be reflected. 10% damage debuff should mean less one hits as well.

    On a side-note, mages will be invaluable on the third map. Skilled mages, that is.

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    Guardian of Alterra Zeus's Avatar
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    Quote Originally Posted by Madnex View Post
    It's universal. Most complaints are focusing on how the permanent damage debuff in PvP for rogues is cancelling the damage buff from pets.

    But, you can also use it to your advantage. For example, Shadow Veil's damage debuff keeps the Orc Brutes tamed all day.
    Shhh, people were asking why I was using veil for the new maps!
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  5. #45
    Senior Member Deathlyreaper's Avatar
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    Quote Originally Posted by Madnex View Post
    Well, there's Curse that could be viable (for new elites only) since we're looking at strengthened mob clusters with light density. Curse should also work well on the second boss, assuming the party members can survive hits and let the bleed DoT be reflected. 10% damage debuff should mean less one hits as well.

    On a side-note, mages will be invaluable on the third map. Skilled mages, that is.
    ok thanks for the info. 1 more question, does it work as well if instead of using ur skills that does debuff u use your pets aa instead that does armour debuff

  6. #46
    Senior Member Madnex's Avatar
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    Quote Originally Posted by Deathlyreaper View Post
    ok thanks for the info. 1 more question, does it work as well if instead of using ur skills that does debuff u use your pets aa instead that does armour debuff
    It's the same effect no matter the source so yeah, it can be either skill or pet debuff.

  7. #47
    Member ~PureUnity~'s Avatar
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    I guess it's too complex of computer code to untangle.

  8. #48
    Senior Member eugene9707's Avatar
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    Quote Originally Posted by ~PureUnity~ View Post
    I guess it's too complex of computer code to untangle.
    i dont think it is .....

    maybe its not as simple as i think, but from the mod's description, its an if else (if true then do this, else do that) statement.

    They can just change it to an if statement inside the if else ....
    to something like:
    - Is there one or more debuff? If so:
    - Is there also one or more buff? If so, use the lowest damage multiplier and use the highest damage multiplier on top of it (for example, if you have a 0.5 damage multiplier debuff, a 0.25 damage multiplier debuff and a 1.2 damage multiplier buff, this would result in a multiplier of 0.25*1.2 = 0.3). <--- i know it doesn't seem like much but if get a 75% debuff and then apply a 20% buff on it, it would turn out to be a 70% debuff( 200 damage, 75% debuff turn it into 50 damage, then apply the 20% buff on the 50 for 60 damage)

    -If there is no buff, 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).


    i guess the difficulty is to decide if all the buff/debuff apply to the original stat or the stat after previous buff/debuff ?
    like 20% buff+20% debuff= 0%
    or 20%buff+ 20% dubuff= 4% debuff (1.2*0.8+0.96)
    Last edited by eugene9707; 07-19-2015 at 08:38 PM.


  9. #49
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    so... has this issue been fixed yet...?

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