Natsuki

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  1. It'll be interesting to see how the formulae's apply when they fix Defense Scaling. If I understood what the dev's were saying, an even con Boss's tohit will now be calc'd as (50 - Defense) * (1 + ToHitBonus). Where the tohitbonus is 15%. (currently 65 tohit against a 0 def target).

    So, that'd be ( 50 - 0 ) * ( 1 + 0.15 ) = 65. Whereas say, a 35% defense (easily attainable for some sets), would make that ( 50 - 35 ) * ( 1 + 0.15 ) = 17.25% ToHit (Under the current system, that boss would normally have a 30% tohit, 65-35=30).

    Which is rather interesting I think. especially with your DRR theory. Taking a 65% ToHit down to 17.25% is a multiplier of 3.77. The dev's say that 1% Defense = 2% Resist. So, compare that 3.77 multiplier to the multiplier for 70% resist, which is 3.33. I like this upcoming change to defense scaling, while it won't help with One-Shotting, it'll protect more against higher level mobs than resist (excepting one-shots). Anyways, love your post and the formulae you came up with to support your theory.
  2. Quason, I think he's saying that after he uses AB, that endurance recovery halts, not that he gets dropped to zero. With any amount of endurance remaining, toggles stay up. That's why it's "more" advantageous to have it tha way, instead of an instant stun.

    It definitely needs some work to become "main stream" and taken, there's many ways it could be done, but it still comes down to how the dev's "feel" it should be. The dev's definitely get around to fixing things that just aren't used, we've all seen that, just going to take time.