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Ryle

N7 Reporter [N7R]
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Posts posted by Ryle

  1. Ok we will use 10,000 as the hit. Its a nice even number and large enough for our purposes. Hull Damage Control is a percent based increase to the amount of resistance a hull can withstand. It stacks with any deflects a player already has.

    If a player with no HDC or Deflects takes a hit for 10k damage, that is what will be applied. Reduce hull by 10000 points
    If a player with no HDC but 50 Deflects take a hit for 10k damage, apply 50 percent of the number. Reduce hull by 5000 points.

    We all know that one, thats working correctly. What is NOT working...

    Before deflects even come into play on that hull hit... if a player has an item that gives say 150% Hull Damage Control (Made to Live beam, Invincible Bastion shield, etc) their hull damage should be calculated thus:

    100 percent doubles. So if you have 150, you need to add the base hull to itself and half again, thusly - 50000 + 50000 + 25000 = effective 125000 hull now. So, you take the incoming damage...

    125000 - 10000 = 115000 and divide back out the 2.5 = 46000

    So after HDC the hull took actually 4000 damage. Are you following me here? Then, youd apply deflects of 50 (assuming they have them for that damage type) further reducting the damage actually sustained to 2000. So after that hit for 10k on a hull with 150% HDC and 50 deflects, their hull should read 48000

    For an actual tank profession, such as PW, with inherent skill (PWs get 200% built in (triple), and can equip items to increase it to 350 (quadruple and a half) like with the bastion shield)

    What that actually does is take 82000 * 4.5 = 369,000. So 369000 - 10000 = 359000/4.5 = 79,777 repeating, lets just round it to 79,778. So 82000 - 79778 = 2,222 actual post HDC damage, which would then be presumably reduced again by half via deflect to 1,111 actual damage, set hull to 80,889

    Do you see the problem? We are taking a ton more damage than we should be to hulls to begin with.


    Equipment damage I have no idea how it worked properly, but I know that if you went down on hull, your equipment would start taking damage at a certain point, usually after the halfway mark. This was why we all equipped items that reduced that too. In fact some items listed like 300% Equipment damage control. I remember having an archos equipped basically guaranteed a PW would never lose a percent on his weapons. It only ever happened to me one time in live, for 1 percent, on 1 gun, ever.
  2. HDC as per the skill and the buff on say the invincible bastion are supposed to reduce damage to hull similar to an uncapped deflect.

    PW with HDC takes 10000 damage... if they have HDC (depending on skill level) it will reduce the damage to 5000 at 100 percent and 2500 at 200 percent (or its supposed to). Then youd apply the normal deflect of say 50 vs the damage type, and that 10k hit actually did 1250 damage.


    Weapon/Item damage control should be an entirely different mechanic



    Ill make a new post with some clarified numbers of how HDC skill/equip should function.
  3. Terrel, its not really just the PP. The JS and TS also have less than 10 items each, of which maybe 2 or 3 at most are even useful compared to other same level equipment (level 8 shields mostly and the quasar device and ballistic sniper weapon).

    If you sort by the original 6, theres over 30 for each. So I think the best approach would be to expand the item tables for all three of the "new' classes together without just singling one out.
  4. Well I hope you can get that working Zack, cause the profs that get the most benefit out of equipped HDC also have the most need now. It also fixes about 30 items in the db or so at once. =D

    Let me take a guess here... you have to add Hull Damage Control as a passive but invisible skill to the other seven classes, and set its value to zero to make this work, or something to that effect.

    Projects sound fun
  5. I think a torrent would be worse in the sense of someone has to seed it constantly. it might be a good idea as a supplement if enough interest in the game was generated, but I have a feeling that with such a small community and so on, youd be finding a very dead torrent.


    Also at minimum youre gonna need the client, the client patch, and the net7 launcher. Once you get the 1.1GB client, most everything else is pocket change small on the download side. This aint SWTOR with 50GB of voiceovers XD
  6. I liked the bellcurve. I think what killed it for me was the 1-9 items. Thats harsh, very harsh. I cannot recall a single time ever where any death/incap cost percent to anything more than two items at once, and rarely even that, it was usually one.
  7. Yeah thats why I included the percentage based one below it. I was like hmmmm my poor PW is gonna get annihilated and the JE over there is gonna take about half as much qual loss. Work in progress, the numbers are really examples of the possibilites.
  8. Its open to interpretation. I mean 2 professions have patch and one of them is usually present anyway, and 3 classes have repair equipment and ive never seen a raid that didnt have at least one of them if not all three. What I am driving at with the suggestions is more akin to something the players can control and prevent as versus the whole "1 shot, lost 10 percent on the most valuable item i have" sorta scenario.
  9. It ends when everythings reward has an associated risk, theres no gimme situations, it requires more than a multibox of toons to obtain the best gear in the game, gear and every obtainable uber arent distributed to 99 percent of the playerbase on 10 toons each so the economy is a joke, skills work well but not so well that they destroy the risk side of the game, and so that everyone has an equal shot with their chosen profession of getting something nice for their efforts.

    Bluntly said, growing pains to get the game balanced and set up in a way where its not monty haul solofest and is back to the model of a group cooperative MMO with varying degrees of actual difficulty and rewards commeasurate with overcoming that difficulty.
    • Upvote 1
  10. 5000 hull damage = 5% Structure to 1-9 items. When any item reaches 0, then roll a 20 percent chance to actually damage its quality.

    If hull is less than 1/4, double rate of structure damage
    if incap, apply 20 percent structure loss across the board at time of incap. Any item that drops to 0, suffers possible quality damage roll @ 20%



    Makes hulltanking dangerous, makes hullpatching a necessity, and makes repair equipment essential.


    Example:

    PW with 82000 Hull, is incapped. He would take 12 rolls of 5% structure to 1-9 items (for the first 60000 hull lost 5x12) PLUS 4 rolls of 10 percent structure to 1-9 items for the last 1/4 (4x5000), PLUS a flat 20 percent structure to ALL items for incapping. (assuming he was never healed to hull and went 82000-0 straight through)
    checks to be made at every 5000 points of cumulative damage post deflects and hdc sustained. 77k 72k 67k etc
    If he got lucky, he may not have anything destroyed. If unlucky he may have 5 or 6 items at 0 (which are now inoperable or minimally so in case of engine until repaired)... in which case all 5 or 6 items now roll against the 20 percent chance for quality damage for 1-5 percent loss.


    Or

    You could do it percentage based so all professions get the same number of rolls. At 75, 50, 25, 10, and 0% hull respectively. 25% Structure loss at each level to 1-9 items on the ship. If any item hits 0 at any of the checkpoints, roll 20% chance to damage quality 1-5 points. If Incap reached apply additional 25% structure loss to 1-9 more items an additional time as a penalty for risking death without healing/fleeing/cloaking/taking on something far too big, etc
    Note that each time you passed through a checkpoint, youd get another 25 percent applied, so hulltanking without repair equipment running would be extremely foolish. (ie - repeatedly passing through 75 could end up being worse than just dying one time... your hull is fixed but your equipment is still battered cause you havent been fixing it too)
  11. Thats just the thing Aru, people try to heal shields vs GoBB and AV. TEs have twice the hull strength with HDC as they do shields, and PWs three times as much. If every TT just hullpatched, like seriously never hit another button, a raid group more often than not would never die. Keep adding more to that and it just becomes arbitrarily silly.

    Theres no drawback to hulltanking. We dont take structure/quality damage unless we die. So for now, HP spamming a PW or TE tank is the recipe for victory, and this is why:

    Once youve got aggro established, its purely academic. If its a PW or TE they would have to be taking over 100k DPS to beat a single hullpatcher using level 6. 28800 per second on 50 deflects + HDC = the mob needs to be doing 115,200 damage per second to beat the TT or TS. (approximately. one or one and a half seconds. its still a nearly instant cooidown/refire)

    If the aggro switches to the other profs or people try to run only on shield healing thats when you see wipes happen, then and only then. Aggro switches dont normally happen unless 1. The tank isnt using their skills to hold aggro on top of their DPS (grav link, sap, biorepression, etc), 2. One of the glass cannons is trying to hero mode and do way more damage than the tank. (see this happen with JDs a lot, they get cocky and start to try to do superdamage and get obliterated cause they took aggro doing it.... aint talking about the initial summon here either, that usually happens off the top, then the tank picks it up and it goes) 3. Lag spikes. Otherwise its fairly impossible for an established aggro to be lost on this AI.

    Additionally, there used to be massive hate generated for healing. In live TTs were often the tanks out of necessity because it was impossible to establish aggro with the healing hate generated by a TT. Youd have it for all of five seconds, that tt would pop a heal, and immediately its scramble to save the TT. That was why MASH groups were formed for live fishbowl. You couldnt have a TT on the front line, it would die first. That doesnt happen here. More often than not if a healer is getting nailed out the gate its their sig being higher than the tanks.
  12. There is no cooldown once you max the skill and use the next lowest skill color (with an item that pushes you to 10 rank), and just because it was that way in "live" doesnt mean it was "good"

    Its a terribly exploitable (if this is working as intended thats just silly because a couple smart terrans are gonna be able to effectively heal any tank without any issue, maybe even afk it with a macro) situation.


    As it is when I push the 2 on my TT (my hotkey for HP) i get an instant "hull repaired" and press it again for another. 2 2 2 2 2 2 2 2... and with no reactor use, i dont ever have to stop.

    Possible solutions:

    - Fix mob aggro so healers get targeted if they heal a lot (in live this was true, the moment you healed, the mob wanted to eat some tradesman)
    - add a hard cap CD to it since it has no reactor use, it needs some kind of limiter.
  13. Take a TT or TS, max out hull patch. Use any item in the database to push your skill level to 10 (funnel weaver ML, terran advantage 3 engine, HFF shield i think, just pick something to put it to 10)

    Now, go target someone and switch your HP to the light yellow version (the one you get at rank 6)

    Just keep pushing the hotkey, it will cast about once a second.

    It heals for about 20-30k hull repair per shot. (even on PWs and TEs with their beautiful HDC bonuses)

    It costs ZERO reactor to use. (really? you sure cant spam level 6 shield recharge like this without killing your reactor in about 10 seconds)



    And theres not something wrong with this? Who needs shield recharge anymore, just spam HP. Seriously, dont even worry about the blue bar, no one cares about shields since we dont lost item quality on hull damage just death, no one can die with 2 or 3 TTs/TSs spamming hullpatch, not on AV, GoBB, controller, fishbowl, mordana... nothing. The only time people die is when people stop spamming HP.


    Did I miss something? Who needs a JS/PP anymore, we got us an i-win button.
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