https://www.arcgames.com/en/games/neverwinter/news/detail/11093193-developer-blog:-stats-&-mechanicsPlease use this thread to discuss the changes to Stats and Mechanics as well as report any issues.
Update 3/27/19:
Now that preview has been going for several weeks now and there has been an immense level of feedback for us to review, we have made some core changes to further improve the balance. These will likely go to preview later this week, barring any complications.
- Ratings now convert at 1000 rating points to 1%
- Defense now caps at 50% damage ignored. Certain temporary buffs can bypass this cap up to a maximum of 80% damage ignored.
- Critter ratings have been adjusted to have two values. Defense/Deflect/Combat Advantage/and Crit will be a higher value than the other four ratings. Critter ratings have been adjusted as well. Ex: level 70 critters will have 7,000 rating for Critical Resist, Accuracy, Awareness, and Armor Pen. They will have 57,000 ratings for Defense, Deflect, Combat Advantage, and Critical Strike. At endgame, the higher ratings are always 50,000 more than the lower ratings.
- Encounter and Daily magnitudes have been brought down, making At-Will powers more effective in relation.
- Critter Health has been reduced by 30% across the board
- Multi-target At-Wills have had their damage increased
So why were these particular changes made?
With the values ratings currently have, players routinely either have below the threshold for a given rating which means it has zero effectiveness, or they have wasted stats because the cap for effectiveness has been exceeded.
By changing the conversion from 500 to 1% to 1000 to 1% it gives a wider variance in values. This in turn allowed us to lower the critter ratings so that players who have even minimal viable gear should find it easy to see some effectiveness from their ratings. In addition, separating the critter ratings into two categories allows for all ratings to have similar investments put into them for effectiveness. The way it is on preview now, players need over twice as much for half their ratings which is an odd balancing act.
There has been no shortage of talk about At-Wills not feeling meaningful enough to want to use. While mathematically over the course of a fight, or dungeon run, they added up to a significant amount of damage, it didn't feel that way due to the size of individual hits. To bring At-Wills closer to other powers, we reduced the magnitudes of Encounter and Dailies and reduced overall critter health to adjust for the lower overall damage.
As with all aspects, further changes could happen before this goes live.
Comments
Such a waste. Seems like there will only be 3 viable attributes for all classes with these changes.
Likewise the Boons are very VERY uninspiring. It feels lazy to have 1/3 of them be damage to/from X class of creature. out of the 70 or so boon pts, all but 10 will be identical on almost every character.
IMO feels very much like Skyforge 2.0...
Steps to reproduce:
Open character sheet to boons tab.
Click on any Tier1 boon to add a point to it.
Click the "+" button once on any tier one boon.
Decide you don't want that one after all.
Click the "-" button on the same boon to remove that point.
Error popup window opens reading: "There was a problem! The change you just tried to make will affect the purchase of these skills: [lists all of the old boons you previously had]", then asks "Would you like to remove these pending skills in order to continue?"
Clicking "OK" does nothing. So you must click "Cancel" to exit the window, but then you cannot reallocate that point.
Guild--And the Imaginary Friends
This is simply NO WAY you can roll this mod out without allowing players to perform a complete stats reroll. Why wasn't this denoted in your blog release, this is VITAL information!
EX: SW to Warlock - Previously Con was taking for increase in damage. Nope, not there now. Might even want Dex now.
Last post of page 1.
Besides that just try to make a new character on preview server. You can't choose its ability rolls.
Race Bonuses, additional points given for Level milestones and some other sources such as certain Gear can however be used to increase individual Scores as desired.
With higher levels come higher gear stats, which are balanced by removal of the same stats from different sources as well as the reworking of classes to ensure they fill their specific roles better granting boosts as well.
Mostly though, since we won't be near immortal because of LS and Recovery won't be allowing Encounter/Daily spam, enemies won't need to be OSK machines and will be dialed back.
The Guard mechanic in Mod16 is extremely good though, try it out on preview if you get the chance.
(Stat - Opposed Stat)/500 = effective stat in percentile
Armor Penetration opposed to Defense
Critical Strike opposed to Critical Resist
Accuracy opposed to Deflect
Combat Advantage opposed to Awareness
Critical Strike was specified as having a base value of 5% and a cap of 50%.
Deflect was specified as having a cap of 50%.
Combat Advantage was specified as having a base value of 10% and a cap of 100%.
1. Do all stats operate with the same 1/500 multiplier?
2. In terms of calculating Critical Resist, do enemies also have a base 5% (or larger) Critical Strike rating? In a zone with a 16,000 rating (the value given for the 1st part of Undermountain), would having a Critical Resist rating of 16000 mean that enemies have a 0% change of critically striking the character [ (16000 CR- 16000 CS)/500 = 0% ]. Or do enemies have an additional Critical Strike rating that must be overcome such as a base 5% or greater. If so, will those enemy base Critical Strike ratings be made available (similar to knowing the Armor Pen rating needed for a given zone in the previous/existing mods)?
3. Do enemies have DR separate of their effective zone-wide Defense stat that needs to overcome with Armor Penetration? If a character has a a 16,000 Armor Penetration stat in a zone with a 16,000 rating, does this equate to fully overcoming the enemy's Defense and as such the character will inflict full damage, or is there an additional layer of enemy DR that needs to be overcome with Armor Penetration (such as the approximate 100% Defenses Ignored that would enable full damage in Castle Ravenloft in the previous/existing mod)? If these values exist, will they again be provided and/or will they be adjusted should the 1/500 multiplier be applied (as the existing Armor Penetration stat uses approximately a 1/100 multiplier to convert to the Defenses Ignored percentile)? If new content uses the same enemy DR and the 1/500 multiplier, Armor Penetration stats would need to be greater than a 66,000 value for a character to inflict full damage in Undermountain (66,000 - 16,000)/500 = 100%.
4. Along the same thought, will a 16,000 Awareness stat nullify all Combat Advantage damage from enemies in zone with a 16,000 rating? Or do NPC enemies have a base value that can be overcome to nullify the NPC enemy's Combat Advantage bonus damage? Is there a portion of enemy Combat Advantage bonus damage that cannot be nullified by Awareness?
5. Do NPC enemies have a chance to Deflect attacks from characters? Will a 16,000 Accuracy rating eliminate the chance of an NPC enemy Deflecting an attack in a zone with a 16,000 rating? If NPC enemies do not have a chance to Deflect an attack from a character, why would a PVE focused player allocate any resources into Awareness as a 0 and a 16,000 Awareness stat appear to generate identical results in a 16,000 zone?
6. Does a successful Deflection still mitigate 50% of the damage (as Deflection Severity appears to have been removed but was not mentioned)? Is base effective Deflection Severity still varied by class?
We could go test it all, but I was hoping the alpha-testers would be able to give us all the info upfront.
- All ratings are 500:1.
- Enemies have 24000 of each rating at level 80 (both offensive and defensive).
- Accuracy counters deflect.
- Armour penetration counters defense.
- Crit Resist Counters Crit.
- Awareness counters combat advantage.
- You have a base CA score of 10% and CA caps at 100% bonus.
- You have a base Crit of 5% and crit caps at 50%.
- Deflection caps at 50%.
- Damage Reduction caps at 80%.
- These stats are additive, so if you have 20000 accuracy and the enemy has 40% deflect, their value would be 0. The same applies for all the stats.
- All percentage bases for crit and ca ARE countered by the counter stat. For example, with 45% crit from stats and 5% base, if an enemy has 50% crit resist you will not crit.
- Debuffs are not diminished anymore.
- Break the spirit etc are debuffs and not buffs.
- As far as I can tell only 2 group buffs exist and they are multiplicative. Controlled Momentum and feated AA.
- Your defensive ratings cannot go negative. For example if an enemy has 20000 armor penetration and you have no damage reduction, it will not increase damage taken by 40%.
- The combined rating on gear adds its rating to every single stat. So if you have +500 combined rating, everything is increased by 500.
I personally feel that additive counter ratings are a bad idea as it incentivizes a true min max (you either go all in on a stat or you want none of it), but it will not be changed, so there is no point giving feedback about them.If you want to know what to stack, the order of importance (in short is:
All this is going to do is divide the elite from the peasants further.
Now I have to decide weither I want to dump crit or CA. Seeing that Aspect of the Pack doesnt give CA anymore I may well got for crit.
BTW What does Power do? Is it 1% more damage per 500 Power too?