Regular damage bonuses (superstat, form, etc), when used by a freeform character, have diminishing returns (this is easily visible by looking at your tooltips with 1, 2, 3, 4, 5, etc, stacks of Concentration/Enrage/whatever, and checking how much damage increases). When used by an archetype, these bonuses to not have diminishing returns. It seems probable that at least one of these behaviors is not intended.
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http://www.arcgames.com/en/forums#/discussion/227894/archetype-freeform-damage/p1
Silverspar on PRIMUS
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Arhetypes do have diminishing returns, it's just far less strict than freeforms.
Isometry figured out a formula that pretty closely relayed it: http://perfectworld.vanillaforums.com/discussion/comment/1800905#Comment_1800905
Should a wholesale nerf of AT DR happen or a wholesale buff of FF DR happen? No fracking way. Doing either of these would simply end up pushing those silver players who feel their characters are then even further underpowered away from the game and into the waiting arms of the competitors. It would reinforce the belief that the game is pay to win. Which it really isn't for the most part.
Should DR be looked at - probably but as part of a whole re-evaluation of the AT/FF dynamic.
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Block timing explained
Baseline buffs: Str 192 (30% melee strength, 13% superstat), Con 400 (20% superstat), Rec 68 (6.1% superstat), 3 stars (8%); total 77% (or so). Tank role. Also some offense from gear, since I wasn't bothering to respec.
Behemoth stats:
With no other buffs, Haymaker R3 full charge is listed at 2,354
With Aggressor r3, 3,264 (+910)
With Retaliation R3, 4,003 (+739; +1649 vs base, implying base is 1,374. This is a calculated buff of 71% on the base damage, which implies that stars are some other type of bonus -- possibly Offense?)
With both, 4,913 (+910)
Freeform stats:
With no other buffs, Haymaker R3 full charge is listed at 2,328 (+71% -> +69%)
With Aggressor r3, 3,111 (+783) (+138% -> +126%
With Retaliation R3, 3,651 (+640; +1333 vs base; +191% -> +166%)
With both, 4,200 (+549; +258% -> +206%)
Epic Stronghold
Block timing explained
Well neither are correct as GMC stated flat out that formula was wrong. Considering it's evident the damage difference is there, and we've been told that the code for ATs is working as intended, I am left to believe it is intended they have a lower DR value. I wouldn't think something like this would be so devastatingly hard or impossible to fix at the time it was reported that the ATs had a lower DR value. Especially since GMC was making a few sweeping changes at the time.
Silverspar on PRIMUS
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Block timing explained
This DR "bug" has been around since the ATs were first introduced back at F2P. It's not something that just happened to spring out of nothing. I made the statement of when GMC was making sweeping changes is because that is when people were getting the most vocal about it since GMC was talking with people in and out of game frequently then.
And really, going to fall back on the "it should be documented" argument when there is so much in this game that is basically considered an undocumented feature at this point?
Silverspar on PRIMUS
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it's sad that when I tested FF Devestator vs AT on PTS, Lvl 40, used Both Primary/Secondary Samurai Gear for test, AT was doing ~double damage compared to FF, it's frustrating, and the AT damage felt like as Heavy Weapons should be, slow but hits like a truck!
for those that are curious on Damage, Rank 3 Cleave for FF on lvl 40 test dummies was about 1-2K per hit and AT was 2-4k -..- non crit.
I take this quote from a review that I agree with.
"customisation is so linear; everyone is after the optimal dps:survivability ratio with 0 reliance on other players = autonomous gameplay... Players don't need each other anymore... which in my opinion is a bad thing."
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