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Exkalamity wrote on 2013-05-26 22:15
With the upcoming Balance update looming on us, and the formula for protection is being revamped, one of the things I am concerned about is the ability to critical hit regularly. Since the new formula allows for monsters' protection status to exceed 100%, and in fact damage reduced asymptotically reaches 100% reduction as protection stat approaches infinite, I would have thought that regularly landing critical hits would be much harder for players, as suddenly people would be needing +200% critical hit rate to land critical hits. However, from the bits and snippets I have read, that is not the case.
Can somebody familiar with this update consolidate that information and clarify it once and for all here?
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Kaeporo wrote on 2013-05-26 22:40
Quote from Exkalamity;1095905:
With the upcoming Balance update looming on us, and the formula for protection is being revamped, one of the things I am concerned about is the ability to critical hit regularly. Since the new formula allows for monsters' protection status to exceed 100%, and in fact damage reduced asymptotically reaches 100% reduction as protection stat approaches infinite, I would have thought that regularly landing critical hits would be much harder for players, as suddenly people would be needing +200% critical hit rate to land critical hits. However, from the bits and snippets I have read, that is not the case.
Can somebody familiar with this update consolidate that information and clarify it once and for all here?
I'm fairly certain that DevCat didn't significantly alter monster protection values. The balance update gives us more defense and protection, splits protection and magic protection, and changes the way protection works. We get buffed. They do not.
The game gets even easier.
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Slayerj wrote on 2013-05-26 22:56
Quote from Kaeporo;1095912:
I'm fairly certain that DevCat didn't significantly alter monster protection values. The balance update gives us more defense and protection, splits protection and magic protection, and changes the way protection works. We get buffed. They do not.
The game gets even easier.
Hopefully the next balance patch they do is to dungeon, field, and mission mobs to make them stronger to balance it out so that it's not much of a real change or making missions much harder than they are now or something.
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Kenero wrote on 2013-05-26 23:07
Quote from Exkalamity;1095905:
With the upcoming Balance update looming on us, and the formula for protection is being revamped, one of the things I am concerned about is the ability to critical hit regularly. Since the new formula allows for monsters' protection status to exceed 100%, and in fact damage reduced asymptotically reaches 100% reduction as protection stat approaches infinite, I would have thought that regularly landing critical hits would be much harder for players, as suddenly people would be needing +200% critical hit rate to land critical hits. However, from the bits and snippets I have read, that is not the case.
Can somebody familiar with this update consolidate that information and clarify it once and for all here?
We're still trying to figure that out.
We got test server, but live server has seen significant amounts of change.
Though, thanks for bringing it up. We do need to look into this.
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radionoise wrote on 2013-05-27 00:44
They updated old prot values to do same amount of dmg reduction as a new value would do.
For example, a mob that used to have ~29 prot will now have ~21 prot which is around the same amount of damage reduction. That means on this mob, it will be even easier to critical after the patch. This part of the change is confirmed.
However, it is untested/unknown (by NA players at least) what happens to enemies with 50+ prot... since you'd need some crazy protection values to reach the same amount of dmg reduction at any point above 50. The koreans didn't make much of a big deal about the protection changes, though, so it's likely that it wasn't anything major even past 50 prot.
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KINGZZ wrote on 2013-05-29 13:26
Quote from Kaeporo;1095912:
I'm fairly certain that DevCat didn't significantly alter monster protection values. The balance update gives us more defense and protection, splits protection and magic protection, and changes the way protection works. We get buffed. They do not.
The game gets even easier.
ewwww it gets easier for us hope they truly buff monsters one of these days or give us a stronger difficulty
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Tropa wrote on 2013-05-29 13:29
Quote from Kaeporo;1095912:
I'm fairly certain that DevCat didn't significantly alter monster protection values. The balance update gives us more defense and protection, splits protection and magic protection, and changes the way protection works. We get buffed. They do not.
The game gets even easier.
This makes me depressed.
Oh boy
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Robinhood wrote on 2013-05-31 23:31
Is balance still capped at 80% with this new update? Someone asked me and it was a good question to think of.
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Kenero wrote on 2013-05-31 23:48
Quote from Robinhood;1098914:
Is balance still capped at 80% with this new update? Someone asked me and it was a good question to think of.
It is still capped at 80%.
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Kingofrunes wrote on 2013-06-01 05:38
Quote from Kenero;1098924:
It is still capped at 80%.
It's just a little harder to do that. Good thing is that thanks to the logrithmic nature of the new balance formula, you'll gain balance quickly to start but will gain balance much slower at higher dex levels. The balance you GAIN from dex is capped at 50% now though I believe and that takes roughly 1300dex to do. But from what I've calculated being at 500dex should be more than doable for swords, and knuckles will probably be fine.