Frequently Asked Questions about I7 Defense Scaler


Arcanaville

 

Posted

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The phrase "even more worthless" is a signal this is somewhat hyperbole. Nothing can be more worthless than worthless. The issue with MoG is whether its worth enough: its certainly worth less in I7 than in I6: if you thought it was worthless in I6, I7 is certainly going to strengthen that opinion. If you like MoG in I6, I7 may or may not change your mind.

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Right, sorry for my hijack. I see what you mean, I am just tired of hearing how worthless MoG is, which it, in my opinion, certainly isn't. It has issues of course, all powers have issues.

Once again sorry for derailing the thread a bit.



Main Hero: Flame Blade (Scrapper lvl 50; Katana/Regeneration)
Main Villain: Elenor Seahawk (Mastermind lvl 44; Necromancy/Poison)
My Arcs: #337278: Learning Curve
Fight my Brute: SMASH

 

Posted

certainly is alot to absorb great post lets see it in game play action. right now blaster in pvp equals no chance


 

Posted

What I would truly like to know is has this been extensively tested. re: Devs release a patch that buffs AV/Heros 80%, much complaining was done with great understanding. The Dev's come back and make this statement, "that after much complaining they TESTED this patch and found that it took a 8 man team of level 50 villains to take an av/hero down.They then took and changed the buff to 20%. what is my point, my point is has this Acc slider new mathmatics been tested or do the devs need to come and watch my sr get it's [censored] knocked in the dirt. I will be honest your opening post was very informative but that I didnt quite grasp it all. What I do know is pre i7 my sr stalker was very popular considering that I was basically equivalent to a scrapper on the amount of dmg I could handle. This is far from the case now. I have been in Grandville hunting lvl 42 boss toxic tarantulas and contiually getting hammered. I was actually killed while running all defense toggles(6 slotted 3 def 3 end reduc), praticed brawler, elude(not currently slotted), and 15 lucks. Now I am not sure where the cap is on lucks so that may be irrelivant. How ever in a series of 5 attacks I was dropped being hit 3 times. The third time being almost unnecessary considering that posion ticks off at 45 for every 2-3 sec. but that is another story. I understand that there needs to be balance but this is extreme. When pre i7 I could run mishes on invincible in an 8 man team, dont get me wrong it was challengeing but still very much doable. Where as now it is out of the question unless team is stacked specifically correct. I would like to here exactly how much this has been tested and I will continue to study the mathematcis that you have posted. I believe that there is a large problem an unexpected after effect that may have been over looked. That or the devs are cleverly finding ways to slide a nerf in with alot of flash to distract you. Considering I heard nothing about this acc slider buff nerf whatever it was until I actually felt the sting and went looking for answers.

ps this is Po'litzar/Siamko I am on my bro in laws account atm.


 

Posted

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What I would truly like to know is has this been extensively tested.

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I can confirm that in I7 critters now appear to have base 50% chance to hit, regardless of rank, and have accuracy bonuses instead. I can confirm the LT bonus, and the boss bonus.

I can also confirm the +10% accuracy per level to +3, within reasonable tolerances, for minions and LTs. It all *seems* to be working as described.


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Posted

Lots of good information in this thread.

Question: How have blue/green (-1/-2 minions for example) been affected by this change? They are supposed to hit less frequently and do less damage but are they too benefitting from the "defense works better against higher level enemies" change or only players?


 

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Q8: I've heard Luck inspirations are even more uber now.

A8: You heard right. Because there is, in a sense, an effective limit on how much Defense will do anything at all (45%), two (small) lucks will automatically do as much as any amount of Defense you can stack on top of yourself by any other means. Two Lucks = Max Possible Defense, barring tohit buffs and Defense Debuffs.


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I have a quibble with this answer.

First off, the text on the inspirations has always been misleading. The magnitude of defense buff has now been confirmed at around 11% (which jibes with my own experience). Four of these then give you around 45% protection, which is about the defense cap.

What I believe the devs mean by the text is that a small luck gives you 25% damage mitigation - not defense buff. This is easier to for the lay-person to understand, but was confusing for the people doing math. The same numbers apply to yellow inspirations, so they balance (although the tohit rules are different, so the effects in PvE are different).

So to answer the question, are lucks more uber, the answer is mostly yes (you can max your defenses with only four lucks, no matter what you fight) but also no (the max defense is not as much damage mitigation as it used to be, because higher level critters have more accuracy).

Perhaps you've already addressed this - it's a long thread and I didn't comb the whole thing - but you might want to edit the original post.

- Kris


And for a while things were cold,
They were scared down in their holes
The forest that once was green
Was colored black by those killing machines

 

Posted

[ QUOTE ]
[ QUOTE ]
Q8: I've heard Luck inspirations are even more uber now.

A8: You heard right. Because there is, in a sense, an effective limit on how much Defense will do anything at all (45%), two (small) lucks will automatically do as much as any amount of Defense you can stack on top of yourself by any other means. Two Lucks = Max Possible Defense, barring tohit buffs and Defense Debuffs.


[/ QUOTE ]

I have a quibble with this answer.

First off, the text on the inspirations has always been misleading. The magnitude of defense buff has now been confirmed at around 11% (which jibes with my own experience). Four of these then give you around 45% protection, which is about the defense cap.

What I believe the devs mean by the text is that a small luck gives you 25% damage mitigation - not defense buff. This is easier to for the lay-person to understand, but was confusing for the people doing math. The same numbers apply to yellow inspirations, so they balance (although the tohit rules are different, so the effects in PvE are different).

So to answer the question, are lucks more uber, the answer is mostly yes (you can max your defenses with only four lucks, no matter what you fight) but also no (the max defense is not as much damage mitigation as it used to be, because higher level critters have more accuracy).

Perhaps you've already addressed this - it's a long thread and I didn't comb the whole thing - but you might want to edit the original post.

- Kris

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This was written long before I tested luck inspirations (I was the one who first discovered the discrepancy between the labels and the values of luck inspirations; see this thread for the details).

And it was nothing like mistaking mitigation for pure defense: they are just plain mislabelled, as the values for the higher level inspirations makes clear (they are not simply half-value). And don't even get me started on insights: they appear to have been set by a random number generator.

I haven't updated this guide to reflect the new information, although the basic idea is still valid: lucks, like all forms of defense, are strengthened in effectiveness in I7. Just replace "two (small) lucks" with "four (small) lucks."


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