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Old 04-19-2015, 04:27 AM   #123
-Mongoose-
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Long post, but a lot of information. I've highlighted several areas where it'd be great to have someone provide data or double check my work. Many thanks if you can provide help here. Red items are things I think that NGD should definitely examine before releasing this to the live server.

Questions / Comments:
*It seems that crit damage has been lowered slighly since last week. Can NGD confirm this? Also, I'd like to see some tests from boss jeweled players. How hard are you hitting now?

*It seems that the majority of non-damaging spells have the "only blockable at 100%". Why do the following spells not have the modifier? Death Sentence, Sticky Touch, Taunt, Confuse, Darkness, Howl, Freeze, Caltrop's arrow. Can you also explain precisely what this modifier does? The spell is only blockable if the knight casts precise block?

*All single target knocks (Ambush, Will Domain, Feint) except Kick have the "only blockable at 100%" Seems a bit unfair to barbs. I guess it's based on the non-damaging condition.

*Why does War Confidence have the "only blockable at 100%" and "only resistable at 100%"? Amusing at least :P Also, can you change this to be like an aura? It's annoying when it interrupts spell casts (old bug).

*Does hit chance/spell focus still exist in code? Your initial post made it sound like hit chance was eliminated. The following spells still have hit chance / spell focus modifiers: Challenging Roar, Eagle's Eye, Resurect, Bless, Sadistic Guard, Trained Eye.

*Since this update is focusing on RNG, can we get some information about the mechanics of Miss Chance? It's very few spells, maybe even remove miss chance spells?

*A while back, I measured resist rates on the live server (in January). Two players were in the arena, level 60 Barb and level 60 Hunter. Both players stood still, no movement. Latency was steady around 200 ms for both players. I measured the following resist rates. Intimidate: (p=0.0463, 95% confidence interval=[0.0363, 0.0563], n=1685). Under these same conditions, I measured certain spells that had higher resist rates: Kick (p=0.169, 95% confidence interval=[0.138, 0.201], n=544), Deafening Roar (p=0.151, 95% confidence interval=[0.118, 0.183], n=464). Why do these spells currently have higher resist rates and will this occur on the new RNG update?

*Since we're on the topic of RNG, can you make a statement about this rumor I've heard about resists? Supposed a dev told this to a player, I've only heard it second hand, it goes as follows. When a player casts a power, the client and sever perform several checks to verify that the spell can be cast. Supposedly the number of checks is three. Supposedly if the target is not in range on the final check at the end of casting, the server defaults to a spell resist instead of canceling the spell. I'm aware that you can get a 'Out of Range' message on spell casting. My hypothesis would be that the target appears in range on the client. The server implements lag compensation, and what the caster client sees may be different from the server reality. Under this condition, where the target is in range on the client, but out of range on the server, the server defaults to a spell resist. Is there any truth to this rumor? This would potentially explain the seemingly high resists that we see in the war zone, but not under controlled tests.

Notes:
*Bug: Character sheet shows movement speed dropping to 60% at the moment the character attacks, then back up to 100%. I've only been able to replicate this on knight & barb. Hunter/Lock did not seem to have this issue. Character can be standing still or moving, it will occur in both situations. To replicate: attack a mob with a melee character. Movement speed will drop to 60% at the moment the attack hits the mob, then jump back up to 100%. This appears to only be a display issue, it doesn't feel like the character slows down. Someone can confirm on Barb/Knight?

Update: Trying to reproduce it more. Doesn't happen on every hit, there will be mobs where this never happens. Try starting in non-combat mode, then hitting control as you approach. Switch back to non-combat after you kill, seems to happen more likely. The 60% never appears if I attack with a spell.

*Block Chance is now a percentage. The value on the shield directly corresponds to block chance. I don't have a level 60 shield, but the level 58 shield has 9% block chance. Can someone post how much a level 60 shield has?

*Aventurines have been convered to Crit Chance bonuses. A +17 hit chance was converted to 3.4% crit chance. gem_crit_chance = 2*gem_hit_chance. Anyone can confirm this?


*The following jewelry is related to the RNG update:
-Ring of Twins: Spell Focus +4. Does it do anything? Nothing on the character sheet changes.
-Hypnotizing Amulet: Hit Chance +12 converted into Crit Chance +2%
-Desert Wanderer Ring: No data. Someone please post.
-Ring of Earth: No data. Someone please post.
-Ring of Spider (Syrtis only, does this still exist?): No data. Someone please post.
-Ring of Undead Touch: No data. Someone please post.

*Evade chance debuffs work as expected (tested with Crash + Destabilize). Debuffs are additive. Crash (-40%) and Destabilize (-10%) give a total of -50%.

*The attack damage seems to have stayed the same.
class_multiplier*(class_attribute - 20) + weapon_damage_bonus * (weapon_damage + jewelry_damage + buff_damage) + paren_damage
weapon_damage_bonus: buffs like berserk, overwhelming strength. additive.
paren_dmg: damage in parens at the top of the weapon.
Still haven't added in the Attack Damage buffs (Fulminating) or how weapon gems affect things. I don't think they changed anything here.

*Critical Chance, Evade Chance, Critical Damage: Working on formulas for these now. Anymore have data/formulas for them yet?

Spell Changes/Notes:
*Only Blockable at 100%: Disable Limb, Disabling, Deafening Roar, Threat, Challenging Roar*, Obfuscate, Ambush, Sudden Strike, Distracting Shot, Shield Pierce, Will Domain, Silence, Curse, Blindness, Clumsiness, Slow, Petrify Hands, Laziness, Fragility, Infuriate, Sadistic Guard, Cremate, Elemental Exposure, Finger Crush, Challenge, Feint, War Confidence* (Why do Challenging Roar / War Confidence have this modifier? They are buffs.)

*Only resistable at 100%: Sadistic Guard, Cremate, War Confidence

*Challenging Roar: Is a hit chance buff again. Wasn't it a critical damage buff a few days ago?

*Rapid Shot: -50% hit chance -> -50% crit damage

*Duelist: hit chance -> critical chance (+5% to +25% (multiplier)). This corresponds to multipliers of 1.05 to 1.25.

*Adaptability: Unchanged at +200% critical chance. Works as expected.

*Hinder: Hit Chance debuff -> Damage bonus: -2%, 4%, 6%, 8%, 10%. Only blockable at 100%

*Eagles Eye: Still is a hit chance buff

*Point Shot: Unchanged. Critical Chance +25% (percentage points) @ level 5. This seems a bit wierd, not getting the values I expect. Critical chance changes from 4.89% to 30.34%. This is a change of 25.4 percentage points. Is this expected? Is there some multiplier in the crit chance formula that I' missing? Nothing else was skilled or equipped except for the bow. Can someone confirm this oddity?

*Spell Elude: +20%, 50%, 90%, 140%, 200% spell resist

*Evasive Tactics: hit chance debuff -> damage bonus -2,3,6,7,8%

*Curse: Damage Bonus: -2%, 4%, 6%, 8%, 10%, Critical Chance: -10%, 15%, 20%, 25%, 30%. Only blockable at 100%. Same duration / cd (60 s, 20 s)

*Bless: Still the same with hit chance / spell focus?

*Protection Dome: Absolute spell resist +3%, 6%, 10%, 16%, 25%. Caster movement debuff -25% Duration 20, Cooldown 90. Those are percentage points. I.E. At level 5, your spell resist might change from 5% to 30%. It does affect the caster.

*Sadistic Guard: Unchanged. -10, -20, -30, -40, -50 spell resist. Only unblockable at 100%. Can you explain how this works? The debuff does not act as a multiplicative or subtractive debuff. A hunter buffed with Spell Elude to get 10.12% spell resist. I cast Sadistic Guard 1 (-10 spell resist) and their spell resist chance went to 0. It seems there is no need to ever take this spell above level 1.

*Focus: Has a spell focus bonus, does it do anything?

*Trained Eye: Still has hit chance bonus.

*Challenge: Spell Resist -25%, -40%, -55%, -70%, -100%. Concentration -10, -15, -20, -25, -30. Only blockable at 100%

*Taunt: No change. Why does this not have "only blockable at 100%". Also, making this castable on guards would be interesting, allowing knights to take aggro for warrior/archer guards and protecting others from damage.

*Precise Block: Duration: 4,5,6,7,9. Cooldown 45 s. Mana: 90, 110, 140, 170, 200.

*Defensive Support: Movement speed shows as 89% instead of 90%. Most likely a floating point issue, just round the result before displaying and it should be fine.

Last edited by -Mongoose-; 04-19-2015 at 12:23 PM. Reason: Updating info about movement speed.
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