[Proposal] WIS & Critical/DOT Resistance; [Updated] WIS & Additional Damage Taken Reduced By -% - Feedback & Suggestions - WarpPortal Community Forums

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[Proposal] WIS & Critical/DOT Resistance; [Updated] WIS & Additional Damage Taken Reduced By -%


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#1 Saturn33

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Posted 30 June 2016 - 09:23 AM

https://forums.warpp...2016/?p=2474423

 

After read the post, an idea came up about these 2 new secondary stats:

1) Critical Resistance,

2) DOT Resistance,

 

Critical/DOT damage output nowadays are powerful, have some new stats to resist them might be meaningful. Since WIS is not a very useful stat and furthermore:

eRqutO4.jpg

- All element resistance will be increased by 0.

 

By looking at the 3rd point, it's probably a feature that never been released, we might have it change to:

- Critical/DOT Resistance will be increased by N.

 

Where N is a positive integer. Therefore, I decided to link these 2 new secondary stats to WIS.

 

 

Critical Resistance:

 

Definition:

Critical Resistance works like another type of defence that only resist the "Additional damage" cause by a critical strike. It is different from Parry stat.

 

Concept:

We know that normally a critical strike deal 2x basic damage of a skill. Mathematically, we can rephrase it in this way:

 

   Total damage from a critical strike = Basic damage + Additional damage cause by critical strike

 

While in this case, Basic damage = Additional damage cause by critical strike. Critical Resistance will only affect the latter (Additional damage), and not the former (Basic damage). Let's have a calculation example to illustrate this:

 

 

There are a monster and a player, and the monster is attacking the player. After all the PSE (Physical Skill Effect), Raw damage output and Defence Rate calculation, the monster evetually hit the player with 4000 damage. Thus, a critical strike from the monster will do 8000 damage on the player. Mathematically:

 

   Total damage (critical strike) = 8000 = 4000 (Basic damage) + 4000 (Additional damage from critical strike)

 

 

Now, Critical Resistance kick in and it will only affect the latter damage (4000, Additional damage from critical strike). Let's say the player have 20% Critical Resistance Rate, and after the resist, Additional damage from critical strike reduce to 3200 {this is from (4000 - 4000 * 0.20)}. Thus,

 

   New total damage (critical strike) = 7200 = 4000 (Basic damage) + 3200 (Additional damage from critical strike after resist)

 

This is the concept of Critical Resistance, hope you all get it. Now, let's have some details in the formula.

 

 

Formula:

I come across with the Defence Rate formula, and I decided to modify it to make it the formula for Critical Resistance Rate:

 

   Critical_Resistance_Rate = 100 * Critical_Resistance / ( Critical_Resistance + 2000 + 40 * AttackerLvl)

 

For all Class, 1 WIS = 2 Critical Resistance.

 

 

Calculation:

It's always nice to include some actual calculation in a proposal.

 

We will now set the AttackerLvl = 90, which is the same monster mentioned above. Player A, B & C are same level and have the same Defence Rate.

 

Player A with 500 WIS = 1000 Critical Resistance.

Critical_Resistance_Rate = 100 * 1000 / ( 1000 + 2000 + 40 * 90) = 15.15%

New total damage from monster (critical strike) = 4000 + (4000 - 4000 * 0.1515) = 4000 + 3394 = 7394

 

Player B with 1000 WIS = 2000 Critical Resistance.

Critical_Resistance_Rate = 100 * 2000 / ( 2000 + 2000 + 40 * 90) = 26.32%

New total damage from monster (critical strike) = 4000 + (4000 - 4000 * 0.2632) = 4000 + 2947 = 6947

 

Player C with 1500 WIS = 3000 Critical Resistance.

Critical_Resistance_Rate = 100 * 3000 / ( 3000 + 2000 + 40 * 90) = 34.88%

New total damage from monster (critical strike) = 4000 + (4000 - 4000 * 0.3488) = 4000 + 2605 = 6605

 

We could see some reduction from the original 8000 damage, which is probably helpful when facing monster from Forgotten Payon and Jawaii Ocean Island.

 

 

After PVE, we would like to see in PVP which Critical Resistance against the infamous Battle Tactics Skill from Swordman Class. But forgive me since my calculation will exclude all the Additional damage taken+/-, & PVP+/-, because I'm not sure how those stats work in formula. After they kick in, the result might be different. (Wish someone could enlight me with those stats.)

 

Player D is a ML40 Swordman Class with Level 2 Battle Tactics, and 2000 INT. Player E have 2000 WIS. Now Player D is attacking Player E. After all the PSE, Defence Rate calculation, Player D can eventually give a 4000 Basic damage on Player E with a skill. A critical strike from Player D would deal 10x Basic damage, which is 40000 damage. Mathematically:

 

   Total damage form Player D (critical strike) = 40000 = 4000 (Basic damage) + 4000 (Additional damage from critical strike) + 8x4000 (Additional damage from Battle Tactics)

 

In this case, Critical Resistance will affect all the Additional damage cause by a critical strike included Additional damage from Battle Tactics.

 

Player E with 2000 WIS = 4000 Critical Resistance.

Critical_Resistance_Rate = 100 * 4000 / ( 4000 + 2000 + 40 * 90) = 41.67%

New total damage from Player D (critical strike) = 4000 + (36000 - 36000 * 0.4167) = 4000 + 21000 = 25000

 

There is quite a meaningful resist from the 40000 damage originally.

 

 

The next powerful damage we encounter is DOT. I guess we know that certain DOT skill formula didn't include Defence Rate in it and the DOT result can be overwhelming. Hence, I came up with another stat called DOT Resistance.

 

DOT Resistance:

 

Definition:

DOT Resistance works like another type of defence that only resist the damage cause by DOT.

 

Concept:

DOT formula might be quite direct in this form:

   DOT damage = PSE * DOT skill multiplier

 

So we would like to add a layer of resistance to it:

   New Dot damage = Original DOT damage x (100% - DOT Resistance Rate)

 

 

Formula:

Some modification from the Defence Rate formula as well:

 

   DOT_Resistance_Rate = 100 * DOT_Resistance / ( DOT_Resistance + 20 * AttackerLvl)

 

For all Class, 1 WIS = 2 DOT Resistance.

 

 

Calculation:

We now have Player E, a ML40 with DOT skill, putting a 10000 damage DOT on Player A, B & C.

 

Player A with 500 WIS = 1000 DOT Resistance.

DOT_Resistance_Rate = 100 * 1000 / ( 1000 + 20 * 90) = 35.71%

New DOT damage from Player E = 10000 * (1 - 0.3571) = 6429

 

Player B with 1000 WIS = 2000 DOT Resistance.

DOT_Resistance_Rate = 100 * 2000 / ( 2000 + 20 * 90) = 52.63%

New DOT damage from Player E = 10000 * (1 - 0.5263) = 4737

 

Player C with 1500 WIS = 3000 DOT Resistance.

DOT_Resistance_Rate = 100 * 3000 / ( 3000 + 20 * 90) = 62.50%

New DOT damage from Player E = 10000 * (1 - 0.6250) = 3750

 

We could see a hefty resist from the original 10000 DOT damage.

 

 

* Monster from Dark Whisper and onwards are quite powerful, so I wouldn't recommend WIS stat in monster contribute to Critical/DOT Resistance.

 

 

 

Final Words:

What I wish is WIS stat become relevent again, and not a forgotten stat. While at the same time, it helps to resist the powerful damage output nowadays. WP may take this proposal into consideration when rework class balance. Of course an intensive testing and change of formula are necessary to make sure everything balance and match the game content. Thank you.  :p_smile:

 

Extras:

Additional suggestion on WIS stat can be found here:

https://forums.warpp...ext-to-useless/


Edited by Saturn33, 31 October 2016 - 11:21 PM.

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#2 5318130516144610857

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Posted 02 July 2016 - 03:24 AM

I really like this idea. +1

Anything that gives players more options of playing with the stats to improve their character is welcomed because imo, as of now, there aren't many stats to play with in RO2.


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#3 Saturn33

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Posted 31 October 2016 - 11:06 PM

WIS & Additional Damage Taken Reduced By -%

 

Another idea is to categorize WIS Stat as a Defence Stat. Currently STR/INT/AGI are more focused on Attack Stat, while they are actually hybrid. WIS is only contributed to SP, therefore it is a Basic Stat and neutral. Lastly, VIT is a Basic Stat but skewed towards Defence.

 

With this new categorization, WIS can be designed to contribute to the Secondary Stat called "Additional Damage Taken Reduced By -%".

 

 

Basically, I suggest, for all Classes:

 

   1 WIS = Additional Damage Taken Reduced By -0.01%.

 

 

Because currently we have no way to achieve 10,000 WIS to get Additional Damage Taken Reduced By -100%. Most of us now running on around 500 to 1000 WIS. And 1500 to 2000 WIS is considered on the high side. A cap value can be placed if necessary. Thus, most Classes would running on Additional Damage Taken Reduced By -5% to -10% from WIS. I believe it is useful when facing monster from Dark Whisper, Forgotten Payon, and Jawaii Ocean Island.

 

* WIS Stat in monster will not be recommend to contribute to this Stat.

 

 

And hopefully, WIS Stat shall be a Stat which people would pay attention to.  :p_smile:

 

 

 

Side Note on These Two Secondary Stat (Additional Damage Taken Increased/Reduced By +/-%):

 

These two Secondary Stat are Official Stat, which I believe they should have a place in Character Info © windows, to show what is the total we have now.


Edited by Saturn33, 01 November 2016 - 03:21 AM.

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