Career Officer
Join Date: Jun 2012
Posts: 1,318
# 111
01-14-2013, 08:15 AM
Quote:
Originally Posted by the4monkeys View Post
your video in cap n lols is not current to today arean climate go play arena and learn
You need to work your troll harder. He's weak. Wonder where he get's that from?

If you don't or can't understand the difference between team builds based on broken mechanics and broken mechanics themselves well good luck to you.

Peace, and good luck with your troll.
If I don't respond to posts on this forum don't be offended. I don't sub or follow any of them.
Captain
Join Date: Jun 2012
Posts: 1,015
# 112
01-14-2013, 09:42 AM
Quote:
Originally Posted by stevehale View Post
Arena snobs are teh lawlz.
That's a thing now? /sadface

I gotta find some kind of snob to be. Maybe a doffsnob? No, I'm not at max tier at much of anything. Oh, Academy Event snob! Yeah that'll be me.

Y'all learn a thing or two about scanning particle traces in the current environment before you talk about game mechanics, you hear?

Anyway, I think it sucks that a potentially good debate is being lost because people are focusing on the playstyle, cap n splode, or their inability to see through the snark.

What if defense came from sources other than movement?

What if there was a chance, maybe in addition to complete avoidance, to reduce the magnitude of damage? You could have the chance at complete avoidance be small with a chance to reduce damage by some amount be a second roll with a higher chance.

Spikes get blunted, damage reduction comes from somewhere other than straight resists, maybe we can start talking about reducing the effectiveness of yo-yo healing...

Or is this even a problem? Is everybody cool with massive spike damage v. massive resists/healing? Is anybody even interested in a game where it's harder to kill and harder to heal?

Or do we want to keep on with alpha's insta-popping un-buffed targets and failing against buffed ones, and coordinated teams waiting for a healer to get something on cooldown so they can spike someone down?
Empire Veteran
Join Date: Jun 2012
Posts: 6,547
# 113
01-14-2013, 02:27 PM
it might not be defense thats the problem here. more likely its resistance, with a small amount of hit points to work with, and heals capable of fully restoring those hitpoints fairly easily. in most matches your likely to receive enough damage to kill you 100-1000 times over, and thanks to resistance and the output of healing you can mitigate it as fast as its received.

picture this, damage unchanged, resistance cut in half, hit points doubled, healing magnitude unchanged, possible changes to what gives you your defense score.

everyone would have much more spike soak, but most likely they wouldn't be able to out heal damage as easily. zombies wouldn't exist, eventually you would die, you couldn't out heal the damage. no more yoyo. team healing would be the only thing that could keep up with damage then, but damage would take quite a wile to actually kill you.

resistance makes heals give twice their benefit. damage you don't take is damage you dont have to heal. same will a miss. so without changing their magnitude, just changing how much damage shot at you that just goes away, healing's effectiveness is reduced, without making it easier, or even faster to kill someone. even the most insta kill ships couldn't 1 shot, but all that damage would be very hard to recover from, and your time till eventual death, with out a lot of help, is much less.
gateway links-->Norvo Tigan, Telis Latto Ruwon, Sochie Heim, Solana Soleus
Captain
Join Date: Jul 2012
Posts: 1,979
# 114
01-14-2013, 02:43 PM
Quote:
Originally Posted by dontdrunkimshoot View Post
it might not be defense thats the problem here. more likely its resistance, with a small amount of hit points to work with, and heals capable of fully restoring those hitpoints fairly easily. in most matches your likely to receive enough damage to kill you 100-1000 times over, and thanks to resistance and the output of healing you can mitigate it as fast as its received.

picture this, damage unchanged, resistance cut in half, hit points doubled, healing magnitude unchanged, possible changes to what gives you your defense score.

everyone would have much more spike soak, but most likely they wouldn't be able to out heal damage as easily. zombies wouldn't exist, eventually you would die, you couldn't out heal the damage. no more yoyo. team healing would be the only thing that could keep up with damage then, but damage would take quite a wile to actually kill you.

resistance makes heals give twice their benefit. damage you don't take is damage you dont have to heal. same will a miss. so without changing their magnitude, just changing how much damage shot at you that just goes away, healing's effectiveness is reduced, without making it easier, or even faster to kill someone. even the most insta kill ships couldn't 1 shot, but all that damage would be very hard to recover from, and your time till eventual death, with out a lot of help, is much less.

That would help yes but it would also likely leave buffing bonus defense as the optimum way to stay alive. It would also lead to speedy ships running getting away more often.

This is why defense gets messy. Lets say you have 10k shield capacity. Lets say you have 50% resists that makes your 10k shield become 20k shield.

But lets say 20% of attacks miss you thanks to your AOP being up. Without shield resists that would give you 12k capacity normally. But with that and shield resist you now have 25k effective shield.

Things that stack manipulatively tend to get wonky.
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