Nerfs to Debuffs


Boltmeister

 

Posted

Can someone please explain to me the maths behind the nerfs to upcoming tohitt debuffs. In particular, what are the numbers at the moment, what are the proposed numbers and how much of a difference between them is there?

Thank You


 

Posted

They have been changed from one classification to another.

Basically, whereas 3 Acc Debuff enhancements would improve the debuff by 100% (33% each), they will now give a 60% return (20% each).


 

Posted

[ QUOTE ]
They have been changed from one classification to another.

Basically, whereas 3 Acc Debuff enhancements would improve the debuff by 100% (33% each), they will now give a 60% return (20% each).

[/ QUOTE ]

are you sure?

Because I read this post

http://boards.cityofheroes.com/showf...art=4&vc=1

and it said that the change to the debuffs will actually make them more effective. This doesn't sound right to me. Can anyone confirm?


 

Posted

The next patch will be giving a nerf to the enhancements, which WILL reduce the effectiviness.

However, I7 is changing the way defence (and thus ToHit debuffs) scale against higher level/rank foes, which will again make such powers more effective.


 

Posted

Anyone worked out where the cut off line is?

Like will i7 60% enhanced RI ever be more effective than the current live i6 100% enhanced RI and at what Level minion would that be the case.

Like if it was +6s then basically its pointless to say its more powerful. Its still mostly useless against them since they're still barely affected.


 

Posted

So the overall effectiveness would increase against an even con minion?


 

Posted

[ QUOTE ]
So the overall effectiveness would increase against an even con minion?

[/ QUOTE ]Propably not, I have no hard numbers though, cant be bothered to dig out the formulas and check myself, I'm sure someone will though


 

Posted

[ QUOTE ]
So the overall effectiveness would increase against an even con minion?

[/ QUOTE ]

No, against an even con minion you'd almost certainly see a decline in effectiveness, but it will scale up rapidly as relative level and rank increase.


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Posted

And it will be even worse against blues and greens. Oh no keep those scary green mobs of me.


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Posted

I heard that there would be little or no change in the effectiveness of defence in I7 when they alter the forumla on how it is worked out. Then it will scale better than it does now against higher lvl enemies.

So in the long run it is an improvement. Until I7 comes out it is a nerf. They just scaled down Debuffs because they would be too powerful in I7. Maybe they should have made them more powerful and then brought them back into line instead of making them weaker than making them more effective.

I doubt they will be as effective as they are now though.

Anyone else confused? lol


 

Posted

[ QUOTE ]
[ QUOTE ]
So the overall effectiveness would increase against an even con minion?

[/ QUOTE ]Propably not, I have no hard numbers though, cant be bothered to dig out the formulas and check myself, I'm sure someone will though

[/ QUOTE ]

Not an easy thing to do - does anyone actually have a reliable list of ToHit modifiers for ranks and levels? As noted in discussions of base debuff values recently, practically all player derived debuff values were incorrect and so my confidence in player derived rank and level modifiers is a little shaky...

We can calculate with some confidence that post-I7, with this patch in place, a debuffed even level minion will hit approx. 50% more often (their overall chance to hit changing from 14% to 21%) when debuffed by Darkest Night. My back of an envelope calculations using the ToHit table from HeroBuilder suggests that following I7 the debuffs will be very slightly weaker than they are now against even level Lts, and a little stronger than they are now against even level bosses.

Things will improve further as the level of enemies increases, but it gets even more difficult to calculate by how much as things get a little complicated. The level bonus of the enemies will now have a lower effect. However, I'm pretty sure (almost certain, in fact) that ToHit debuffs, like most debuffs decrease in magnitude as they are applied to higher level enemies (by approx. 10% per. level, I think). That's the case now as well, of course, so the I7 change will still lead to an improvement - but since I don't know exactly how this is applied it's difficult to work out by how much. A back of an envelope calculation again using the TH tables from Hero builder suggests a situation post I7 where debuffing minions will start out severely weakened as described above (approx. 50% less effective) to being almost exactly as effective against +5 minions (my calculations suggest a TH of 51% now and 54% post-I7 - essentially equal given the many potential errors involved). Against bosses things are better, starting out slightly better at even level than they are now, and rising to a big difference at +5 (approx. TH of 76% now, approx. 66% post I7).

Naturally things are even better against AVs.

So essentially, post I7 ToHit debuffs will be weaker against minions and better against bosses. They will be slightly weaker against Lt's of your own level or lower and slightly better at higher levels. In PvP they will simply be weaker.


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Posted

So in essence this will mean that, unless you're in a "biggish" team and/or upping the difficulty, a solo/low-diff setting mish will make any rad/dark debuff quite less than pre-I7 (post/pre-nerf)?

Here's my 2 cents: Unless you have a mish with +2s involving lieuts/bosses the debuffs will in I7 do less debuffing. If you on the other hand have a big team set on invincible, the debuffs will be better in I7 than in I6 (pre-nerf)?

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Posted

summary: load of cack, devs needed something to change so this is it

*slap em al with giant boats n long live teh shaaaaaarks!*


 

Posted

Statesman explains the changes a bit more here.

Assuming his calculations are correct, it actually looks like a decent change for those of us that like to fight mobs at a higher level than ourselves. Minions are going to be a little more threat than they were, Lts and Bosses a little less.


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Posted

It looks like it is balanced towards Rad defenders being the same in I7 ( ish ). I wonder how it affects Dark defenders or Smoke grenade from the /Devices.


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