4/20 - Client Update & Explanation of Stat Value Changes
#26
Posted 22 April 2012 - 11:14 PM
problem is raiders have had it to good for to long so these changes wont go down well just give them a chance
dont forget raiders didnt only have dodge they had defence to so not only did they get missed alot when they did get hit they wasnt hit as hard as they could be
#27
Posted 22 April 2012 - 11:27 PM
#28
Posted 22 April 2012 - 11:45 PM
4012 acc vs 2019 dodge
281 hits / 300 shots = 93.67% hit rate
4012 acc vs 4073 dodge
378 hits / 400 shots = 93.75% hit rate
4127 acc vs 4125 dodge
~100% acc to dodge ratio
- 19/20 hits connected 95% hit rate
According to the data above, dodge rate have been nerfed by half after the patch. What is more is that it seem to be bugged, really high dodge rate actually give a negative return. So the more dodge you have, the more likely that you would get hit if your dodge is somewhere above 3k dodge.
Accuracy stat pretty much the same: at 2,019 dodge: 93.67% to chance get hit, at 4,073 dodge: 93.75% to get hit, at 4,125 dodge: 95% chance to get hit.
Edited by GlennFroggy, 23 April 2012 - 12:09 AM.
#29
Posted 22 April 2012 - 11:58 PM
#30
Posted 23 April 2012 - 12:00 AM
#31
Posted 23 April 2012 - 12:09 AM
#32
Posted 23 April 2012 - 12:24 AM
Accuracy:Dodge (Attacker fighting Defender) - A character with equivalent or higher Accuracy attacking a character with equivalent or lower Dodge will always overcome the effects of Dodge.
Dodge:Accuracy (Defender being fought by Attacker) - A character with equivalent or lower Dodge being attacked by a character with equivalent or higher Accuracy will always have the effect of Dodge overcome.
Edited by Genesis, 23 April 2012 - 12:25 AM.
#33
Posted 23 April 2012 - 12:33 AM
I do feel now that champs hit me much more and my dodge is useless...
That last post means you think its okay and it should stay like that?
#34
Posted 23 April 2012 - 12:37 AM
1080 acc vs 2010 dodge
250 hits / 300 shots = 83.33% hit rate <<<<< conducted by fade which we witness and help.
Edited by GlennFroggy, 23 April 2012 - 05:27 AM.
#35
Posted 23 April 2012 - 12:46 AM
#36
Posted 23 April 2012 - 01:29 AM
Edited by Cloudius, 23 April 2012 - 01:35 AM.
#37
Posted 23 April 2012 - 11:58 AM
I am considering this as a bug, as there wasn't any intentional changes to Dodge/Accuracy.
#38
Posted 23 April 2012 - 01:59 PM
So you are telling me that someone with 4k accuracy will hit someone with zero dodge 93%, at 1k dodge will be 93%, at 2k dodge 93%, at 3k dodge 93%, at 4k 93% as well? so in order for you to get hit only 50% you would need 10k dodge?
1080 acc vs 2010 dodge
250 hits / 300 shots = 83.33% hit rate <<<<< conducted by fade which we witness and help.
Since they changed the acc/dodge ratio two years ago, the max hit rate was 95% and minimum hit rate was 5%. So yeah, that is right.
This formula could work, if characters stats were more reflective of it. This change renders dodge useless for non hawker classes and barely useful for hawkers themselves as monsters, and players can easily achieve enough accuracy to cut through their dodge.
I mean, you could increase the quick reflexes passive in the hawker tree, which could help them. But it makes other classes builds linear as you can't make use of dodge for them anymore.
#39
Posted 23 April 2012 - 02:06 PM
#40
Posted 23 April 2012 - 02:24 PM
#41
Posted 23 April 2012 - 02:30 PM
Yes, it would be fair to treat this dodge issue as if affects other classes outside of the hawker class - because it does affect other classes directly. Dodge is not just meant for hawkers. It's for anyone who want to use it.
Doesn't champs use it now as well? haha i know clerics use it
#42
Posted 23 April 2012 - 07:43 PM
or to make it better just make the goulash heal less so ppl cant just spam food and stay at 100 % for 30 min
Edited by fasdf, 23 April 2012 - 07:52 PM.
#43
Posted 23 April 2012 - 08:31 PM
#44
Posted 23 April 2012 - 09:18 PM
#45
Posted 23 April 2012 - 10:13 PM
Phish, disregard the post in the Senate as I didn't read this thread before your post.
I am considering this as a bug, as there wasn't any intentional changes to Dodge/Accuracy.
Fix the bug that's all what we want. it's also good for your wallet, cause people are quiting raiders/scouts just because of this.
#46
Posted 24 April 2012 - 05:58 AM
You should look at a pvp with a knight involved.. I don't even bother on mine anymore to pvp.the new calculations are so screwed up if 2 good champs pvp they can go through 500 food in one war pvp and the one that has more food they just need to put it back the way it was i dont care if raiders were OP as ppl say they still dont beat every champ so i think its was more even the other way then it is now by far. you cant even play raider any more cuz of the new system i beat one raider 7 times in a row that i couldnt beat before so you tryed to balance the classes but failed and made all of them suck you cant war pvp anymore
or to make it better just make the goulash heal less so ppl cant just spam food and stay at 100 % for 30 min
#47
Posted 24 April 2012 - 10:46 AM
#48
Posted 24 April 2012 - 10:50 AM
There was also a bug with Critical that our team noticed and fixed that as well.
I appreciate those that figured out what was going on, helped us quickly narrow down the cause and fix it.
A little patience and understanding helps to get things done, panic don't help in any case unless your being chased by Zombies and are not prepared.
#49
Posted 24 April 2012 - 11:00 AM
The Dodge/Accuracy bug will be corrected with this update.
There was also a bug with Critical that our team noticed and fixed that as well.
I appreciate those that figured out what was going on, helped us quickly narrow down the cause and fix it.
A little patience and understanding helps to get things done, panic don't help in any case unless your being chased by Zombies and are not prepared.
TY!!!
#50
Posted 24 April 2012 - 11:37 AM
it shows that my char got debuffed but in the eyes of others im fully buffed
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