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Ratings calculation, ratings simplification

roadkill#6177 roadkill Member Posts: 534 Arc User
Mod 16 has implemented a "divide by 500" rule for determining % effect but I'm confused why a "divide by 100" rule wasn't used instead. A system of whole numbers is what I would prefer (ie. without a need to have a "divide by" rule), but is that actually more complicated to design?

Comments

  • mdarkangel#4696 mdarkangel Member Posts: 442 Arc User
    It's actually a 1000:1% ratio now. It was changed a couple weeks after it hit Preview.
  • roadkill#6177 roadkill Member Posts: 534 Arc User
    I see that all Epic Dungeons now show 7000 ratings for creatures. Does that mean they only have 7% defense and 7% armor penetration, etc.? I've been trying to figure out how much to invest in each rating but it's just not making sense. I'm missing something or there's a bug? I seem to do very little damage and receive a ton of damage.
  • mdarkangel#4696 mdarkangel Member Posts: 442 Arc User
    edited April 2019
    When the 1000:1% change happened, enemies were also given split stats. They now have a bonus added to Combat Advantage, Critical Strike. Defense, and Deflect. That bonus is different for most levels with endgame content receiving 50,000 for the bonus.

    Enemies at level 70 will have the following stats
    Armor Penetration: 7,000
    Defense: 57,000
    Critical Strike: 62,000
    Critical Avoidance: 7,000
    Accuracy: 7,000
    Deflect: 57,000
    Combat Advantage: 67,000
    Awareness: 7,000

    To maximize your effectiveness versus level 70 enemies you will need the following stats
    Armor Penetration: 57,000
    Defense: 57,000
    Critical Strike: 57,000
    Critical Avoidance: 62,000
    Accuracy: 57,000
    Deflect: 57,000
    Combat Advantage: 107,000
    Awareness: 67,000

  • arazith07arazith07 Member, NW M9 Playtest Posts: 1,719 Arc User
    Please note that you will need the above stats AFTER scaling, I find that Dread Ring is a good place to go to to see your scaled stats.
  • roadkill#6177 roadkill Member Posts: 534 Arc User
    Something still seems wrong: if creatures have only 7000 Armor Penetration and I have a ton more Defense shouldn't they only be doing a small fraction of damage? The missing rating is how much Power they have I guess.
  • hypervoreianhypervoreian Member Posts: 1,036 Arc User

    Something still seems wrong: if creatures have only 7000 Armor Penetration and I have a ton more Defense shouldn't they only be doing a small fraction of damage? The missing rating is how much Power they have I guess.

    The stats posted are correct,but what is missing in bold letters,is that these numbers are required when you are level 70,not 80...
    Since level 70 downscaling almost cuts your stats in half do the maths.
    For a tank ,atm,to have 57k defense in level 70 dungs,needs to have 104k defense in level 80.which I think it is now mathematically imposible.
    i have 68k defense in level 80,and 32-35k in level 70 dungs.Minus 7k from enemy RI ,I had 25k defense .25% real DR.

    DPS face the same problem,most of them do not notice.They have the numbers required at level 80 in PE,but in dungs their RI goes half down and doing greatly reduced damage.

    tank with out defenses,DPS with reduced damage,only one healer,mostly single attack encounters,aoes are gone,LS are gone,adds hitting nearly as level 80= party wipe.
  • strixblitz64#0785 strixblitz64 Member Posts: 17 Arc User
    upscaling is in a good place yes but downscaling is horrible, with the way things are with how much damage we deal i don't think scaling really is needed anywhere except ques

  • adinosiiadinosii Member, NW M9 Playtest Posts: 4,294 Arc User
    edited May 2019


    For a tank ,atm,to have 57k defense in level 70 dungs,needs to have 104k defense in level 80.which I think it is now mathematically imposible.

    It doesn't work like that. Scaling is not done proportionally on the total number (which would actually have been a smarter thing to do). Instead it is done on an item-per-item basis, meaning that it matters a lot where you get your stats from as stats from gear scale differently than stats from companions, or mount bonuses for example..

    Post edited by adinosii on
    Hoping for improvements...
  • adinosiiadinosii Member, NW M9 Playtest Posts: 4,294 Arc User

    B-b-but scaling is in a good place right now. *rollseyes*

    Well it might need a little bit of tweaking, once they get more detailed reports, right ?

    Right?


    Hoping for improvements...
  • quickfoot#7851 quickfoot Member Posts: 488 Arc User
    We're still testing the game for em, they basically said as much in different words. Who the heck spends money to test a game for bugs?



  • schietindebuxschietindebux Member Posts: 4,292 Arc User
    edited May 2019
    Maybe someone can show his toon with optimal stats at level 70? Only to prove that it´s possible in theory.
    I did not figured out how to get there. I specced my char down to 15k IL, deleted boons and unneeded stuff, dropped rings etc. Only effect was , my stats were even worse than before at 21k+ IL.
    A 25k Il Wizard in TONG was not able to cap those 57k arp etc, dealing 8k crits with his encounter , party got overrun by mobs in the end, same as boss 2 and 3 made my keyboard burn, the needed healing was redicules and the incoming damage was enormous...
    What did this company check at all? Nothing I´d say, just release that mod and leave the forum to evade that upcoming complaints and rant.
    A little bit of tweaking...lol :)
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