Celtic Heroes

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Re: Direct dmg to sharpshot

#11
bob the mage wrote:
krummy9552 wrote:In a game where an extremely large amount of your damage is RNG based (flux,crit,evades) it’s often hard to tell the difference between gear especially when diminishing return basically makes all stat based gear utterly useless after a point (with dg and good supporting gear your most certainly past that point)

I wish ability points minimized flux on mobs depending on stats.
For example: 2200 ability means average flux (where average is x) on a 220 mob, whereas 5000 ability means average flux on the 220 mob becomes (y, whereby y is related to x by some function).
I wish ability points had more involvement than just providing a small damage bump for casters and more attack for melee, especially skill abilities. Why can't skill abilities actually determine attack? before ability points were added to gear it made sense, because cap ability was whatever your level was *10, but with ability gear... why not?

meh
._.


Disagree on the flux, would actually be extremely overpowered if the minimum flux value was significantly higher for only one class based on ability, especially when mages generally have the highest damage per hit values.

That being said there is no reason why skills have no way whatsoever to control their evasion rate. Mele get attack on their primary form of damage and caster get shafted once again.
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Re: Direct dmg to sharpshot

#13
krummy9552 wrote:
bob the mage wrote:
krummy9552 wrote:In a game where an extremely large amount of your damage is RNG based (flux,crit,evades) it’s often hard to tell the difference between gear especially when diminishing return basically makes all stat based gear utterly useless after a point (with dg and good supporting gear your most certainly past that point)

I wish ability points minimized flux on mobs depending on stats.
For example: 2200 ability means average flux (where average is x) on a 220 mob, whereas 5000 ability means average flux on the 220 mob becomes (y, whereby y is related to x by some function).
I wish ability points had more involvement than just providing a small damage bump for casters and more attack for melee, especially skill abilities. Why can't skill abilities actually determine attack? before ability points were added to gear it made sense, because cap ability was whatever your level was *10, but with ability gear... why not?

meh
._.


Disagree on the flux, would actually be extremely overpowered if the minimum flux value was significantly higher for only one class based on ability, especially when mages generally have the highest damage per hit values.

That being said there is no reason why skills have no way whatsoever to control their evasion rate. Mele get attack on their primary form of damage and caster get shafted once again.

Abilities affect skills landing rate.
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Re: Direct dmg to sharpshot

#14
Criminal wrote:
krummy9552 wrote:
bob the mage wrote:I wish ability points minimized flux on mobs depending on stats.
For example: 2200 ability means average flux (where average is x) on a 220 mob, whereas 5000 ability means average flux on the 220 mob becomes (y, whereby y is related to x by some function).
I wish ability points had more involvement than just providing a small damage bump for casters and more attack for melee, especially skill abilities. Why can't skill abilities actually determine attack? before ability points were added to gear it made sense, because cap ability was whatever your level was *10, but with ability gear... why not?

meh
._.


Disagree on the flux, would actually be extremely overpowered if the minimum flux value was significantly higher for only one class based on ability, especially when mages generally have the highest damage per hit values.

That being said there is no reason why skills have no way whatsoever to control their evasion rate. Mele get attack on their primary form of damage and caster get shafted once again.


Why would the minimum flux value be significantly higher only for mages? If ability reduced the flux it would do so for all classes and skills, and everyone has the same opportunity to get a high ability.

Re: Direct dmg to sharpshot

#15
Criminal wrote:
krummy9552 wrote:
bob the mage wrote:I wish ability points minimized flux on mobs depending on stats.
For example: 2200 ability means average flux (where average is x) on a 220 mob, whereas 5000 ability means average flux on the 220 mob becomes (y, whereby y is related to x by some function).
I wish ability points had more involvement than just providing a small damage bump for casters and more attack for melee, especially skill abilities. Why can't skill abilities actually determine attack? before ability points were added to gear it made sense, because cap ability was whatever your level was *10, but with ability gear... why not?

meh
._.


Disagree on the flux, would actually be extremely overpowered if the minimum flux value was significantly higher for only one class based on ability, especially when mages generally have the highest damage per hit values.

That being said there is no reason why skills have no way whatsoever to control their evasion rate. Mele get attack on their primary form of damage and caster get shafted once again.

Abilities affect skills landing rate.

Marginally due to initial design, but just like skill crits it’s based on mob level rather than their defensive stat (instead of attack defense style).
Back in tower aileron and many other tanks took time testing 100s of shield bashes with melee combat ranging from 2200-6000 and found no statistically significant difference. There was a slight bump noticed with the 6000 over the 2200 but it was so small they couldn’t say if it was flux or not.
Once ability hits a mobs level it’s basically 109% accurate in eyes of the game, everything over technically helps but it’s so little that by time you have 2x the level of ability you may be landing 110% instead of 100%, 3x you are looking at maybe 115% if that.


As for what Krum said, this could easily be changed and edited to balance based on gear available to classes in an effort to balance it out. The way I see it, there isn’t a reason to assume new additions, if any, are just going to be one blanket change. Any change added needs to be different depending on class and subclass to reflect gear and play styles, this is no different.
Gwydion - Guardian of Relentless
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Re: Direct dmg to sharpshot

#16
I thought fluctuations were changed to 70-100% back in the update where the reduced the xp curve to make it easier to level. Though I could be wrong but I remember otm mentioning this ;-;
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Re: Direct dmg to sharpshot

#17
Dont alot of items have the saying it “Adds UP TO this amount of dmg” so everytime the skill is cast that is affected, it isnt affected same way?
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Re: Direct dmg to sharpshot

#18
Sly Shadows wrote:Dont alot of items have the saying it “Adds UP TO this amount of dmg” so everytime the skill is cast that is affected, it isnt affected same way?

Ya. If it says increased by X then no flux on the additional, so it would be skill hit * flux formula + added damage, otherwise it’s skill hit * flux formula + added damage * flux formula.
Gwydion - Guardian of Relentless
BobsYourUncle 224 Fire Mage

Stubborn 220 Warrior (Tank)

Feel free to pm me about anything or talk to me in game :D
boymclir wrote:Bob The God

Shadae wrote:This Bob guy is a guide? Legitimately?

CD Swapping since 2016

Re: Direct dmg to sharpshot

#19
bob the mage wrote:
Criminal wrote:
krummy9552 wrote:
Disagree on the flux, would actually be extremely overpowered if the minimum flux value was significantly higher for only one class based on ability, especially when mages generally have the highest damage per hit values.

That being said there is no reason why skills have no way whatsoever to control their evasion rate. Mele get attack on their primary form of damage and caster get shafted once again.

Abilities affect skills landing rate.

Marginally due to initial design, but just like skill crits it’s based on mob level rather than their defensive stat (instead of attack defense style).
Back in tower aileron and many other tanks took time testing 100s of shield bashes with melee combat ranging from 2200-6000 and found no statistically significant difference. There was a slight bump noticed with the 6000 over the 2200 but it was so small they couldn’t say if it was flux or not.
Once ability hits a mobs level it’s basically 109% accurate in eyes of the game, everything over technically helps but it’s so little that by time you have 2x the level of ability you may be landing 110% instead of 100%, 3x you are looking at maybe 115% if that.


Hasnt muldar or another otm staff member said that skill abilities do not increase chance of skills landing awhile back?
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Re: Direct dmg to sharpshot

#20
Criminal wrote:
H3ROBigG wrote:It's just damage fluctuation. That's why it doesn't stay consistent despite hitting a mob with 0 resistance. Fluctuations range between 60 and 100% of maximum damage.

50%-100%


KnowItAll wrote:1 word: Fluctuation
50-100% like crim said.



It's 60-100%.

This was also proven in a video done by Furyion a little while ago.
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