 |
Damage negation/reflection/thorns |
 |
01-31-2013, 02:39 PM
|
#1
|
Gem Pouch Expert
Boog is offline
Join Date: Jun 2009
Posts: 375
|
Damage negation/reflection/thorns
This has been on my mind for a few years and I never really had the desire to post about it, largely due to the fact that I'm lazy.
Damage negation / thorns/ and reflection auras have been around since I started playing. When you are low level they are very useful due to the reflected/mirrored/negated damage being reasonably close to the damage you may receive in combat with mobs or players. That being said, with such massive recent patches that have buffed damage, these gems are nearly useless at high levels, and in fact ay hinder more than help most due to causing slower gem draw speeds for having them in play.
Let's play with some raw numbers. I'm in Ustenar so I will use the rank 8 gems in these lines as examples.
Level 87 white magic, Negation: Aura that grants your group a damage shield reducing all direct damage and attack damage taken by 16
Level 88 blue magic, Reflection: Aura that grants your group a direct damage and attack damage reflector, reducing and inflicting 8 damage to attackers
Level 89 green magic, Thorns: Aura that grants your group a damage mirror that inflicts 17 damage from atacks and direct damages back to attackers
It is my belief that as our damage and hp have increased, these gems are providing an extremely minimal effect and I don't see a place for them even at the levels they are and in the town they are in, to be used in N Lake.
People are doing thousands and thousands of damage in single attacks. Reducing this damage by 16 or 8 and inflicting 8 or 17 damage back to the attackers is laughable. The effects of these gems should scale at a much higher rate in order to be useful.
One idea would be to put a % of damage negated, reflected or mirrored, maxing at a rate deemed appropriate by the developers.
Another idea would be to just buff the numbers that already exist on these gems.
Both ideas have their strong points and downfalls, but in my humble opinion, something needs to be done to bring these gems back to the players' pouches. Any other input on how to make these potentially great gems useful past new player status is much appreciated.
TechnoBooger
__________________
|
|
|
01-31-2013, 02:42 PM
|
#2
|
Epic Scholar
Huggles is offline
Join Date: Aug 2010
Posts: 4,845
|
support increasing the numbers but not doing % based mitigation
__________________
Quote:
Originally Posted by Glitchless
If they put a nice icon on you it's beneficial if they put a mean one on the other guy it's detrimental.
|
Quote:
Originally Posted by Glitchless
The player was banned for using an exploit repeatedly without reporting it. There's only 1 proper way to profit off an exploit: report it.
|
Quote:
Originally Posted by Huggles
Old Delay/(1+haste%) = New Delay
For slow effects, use the slow % but as a negative.
Just repeat for multiple effects.
DO NOT multiply by 1+slow% to get your new delay. 1*1.4 is not the same as 1/0.6 and your answer will be wrong.
|
|
|
|
01-31-2013, 02:48 PM
|
#3
|
Rare Collector
Darkdingus is offline
Join Date: Dec 2010
Location: Canada
Posts: 952
|
Let us compare how gems evolve over time.
White heals:
Level 1: 14 instant heal (level 10 white)
Level 91: 380 instant heal (level 91 white)
- Basically, 27 times the amount someone got from level 1.
Red DDs:
- DD 1-15 (level 11 red)
- DD 1-549 (level 85 red)
- A 36 fold increase in maximum damage in less levels. One might say that the heals look like they are on par, give or take, and they'd be right.
White aura:
- 2 damage block (level 8 white)
- 16 damage block (level 87)
- - 8 times increase in just about the same number of levels.
The discrepancy is obvious. Even if one were to say that auras are passive, and shouldn't be as powerful as other gems (I agree), I'm not comparing one to the other, but one TO ITSELF, but at higher levels.
__________________
A man in love is incomplete until he marries.
Then, he's finished.
|
|
|
01-31-2013, 04:20 PM
|
#4
|
Epic Scholar
Smashbros is offline
Join Date: Apr 2009
Posts: 4,174
|
i like these gems, and i agree, they dont do enough to warrent using them. is the do unto gems aswell, in theory, ****ing awesome. in practice, not useful enough to warrant.
__________________
Quote:
Originally Posted by Glitchless
However you want to spin it, buddy. This patch was specifically designed to somehow screw you over.
|
Quote:
Originally Posted by Glitchless
Tell that to the crybaby archers 
|
Quote:
Originally Posted by Glitchless
We are well aware of the over-dramatic reactions to game changes in an effort to skew perception. It doesn't work, just makes them look like cry babies.
|
|
|
|
01-31-2013, 05:38 PM
|
#5
|
Seer's BFF
Excellence is offline
Join Date: Jan 2009
Location: Serbia
Posts: 511
|
Yeaa, these gems can be worked on, I agree , would be nice 
|
|
|
02-01-2013, 10:09 AM
|
#6
|
Gem Pouch Expert
Raith is offline
Join Date: Jul 2009
Location: depends on who wants to know.
Posts: 392
|
Well, I agree that when a 2H crusher hits me for 6k, thorning back 25 damage is a joke.
An immediate problem with buffing them too high is that these proc on pet hits, so if they became really strong it would produce the same PvP problem that hellram shields produce where people start removing their pets etc. to avoid procs... and I doubt Glitch would want this.
But I totally agree that it is an obsolete gem line. If there were weapons that did 10-20 dmg every 6 delay, OK it would be a specific wep counter or something, but currently they just plain aren't as valuable as other gem options.
And a design note: Underpowered doesn't mean 100% useless, it means that it is less effective than all other options. These are underpowered gems, redardless of whether they are 100% useless. Support buffs.
|
|
|
02-01-2013, 10:19 AM
|
#7
|
Rare Collector
Conqueror is offline
Join Date: Dec 2009
Posts: 798
|
They should be percentage based (negate/thorn/reflect a decent percentage of the damage). The amount that they currently negate is too low.
Plus, in my opinion, deft recovery should ignore all auras. If only auras are in play, the draw haste should be maximal (as it is now when no gems are in play). Currently, deft recovery forces one to choose between auras (gem handling) and draw haste.
|
|
|
 |
|
 |
02-01-2013, 11:15 AM
|
#8
|
Rare Collector
Darkdingus is offline
Join Date: Dec 2010
Location: Canada
Posts: 952
|
Quote:
Originally Posted by Conqueror
They should be percentage based (negate/thorn/reflect a decent percentage of the damage). The amount that they currently negate is too low.
|
I agree that the amount is too low, but if you grant percentage-based auras, you will also have to grant percentage-based heals (since those don't scale too much with the current level of damage and health available either, and according to your logic, they should)
Quote:
Originally Posted by Conqueror
Plus, in my opinion, deft recovery should ignore all auras. If only auras are in play, the draw haste should be maximal (as it is now when no gems are in play). Currently, deft recovery forces one to choose between auras (gem handling) and draw haste.
|
The very fact people have to choose introduces new tactics and builds.
Glitch MIGHT (just MIGHT) want to introduce an epic skill that actually boosts deft recovery by adding a number of "virtual gem slots" that cannot be filled, yet still accelerate gem draws. People with auras would gain a greater benefit from it, but people without would still want this skill to be as high as possible.
Forcing choices is usually a good thing. Do you think the tradeoff is worth it? If you don't, don't use auras. If you do, use them!
__________________
A man in love is incomplete until he marries.
Then, he's finished.
|
|
|
02-01-2013, 11:25 AM
|
#9
|
Epic Scholar
thatperson is offline
Join Date: Aug 2009
Location: In bed with Skred
Posts: 4,704
|
i saw a healer in arena doing 2k heals with a cantrip...can hardly say heals dont scale enough to match current damage
i do think these gems need a buff and a percentage would work excellent but the percentages would need to be like 1-6% max or they would be too OP
__________________
Quote:
Originally Posted by Glitchless
There are modifiers that alter drop chance when you go AFK based on what you do when gone. We will list them here: - Fix and eat a sandwich +15%
- Watch TV -5%
- Urinate +20%
- Finish your homework +10%
- Stand on your head for 5+ minutes +33%
We believe these are working as intended.
|
|
|
|
02-01-2013, 01:04 PM
|
#10
|
Rare Collector
Darkdingus is offline
Join Date: Dec 2010
Location: Canada
Posts: 952
|
There's a flaw with percentages: at lower levels, they do NOTHING.
At higher levels, they climb through the ranks.
This is the reason sloth auras are used so little at lower levels, and so much higher on.
At level 8, a character will have about 190 health. If one assumes fights are meant to last more than 10 hits (which is usually the case), then negating 2 per hit actually reduces incoming damage by 10%, which is quite a huge deal. Making it percentage-based would make this 10% basically 0, because a level 8 aura wouldn't grant any more than 1%, and 1% of 19 is nothing when the game rounds it down.
A worthy compromise would be "Either X%, or Y, whichever's higher", but that would be a boost those auras might not need.
__________________
A man in love is incomplete until he marries.
Then, he's finished.
|
|
|
 |
Damage Negation Auras Fail at Higher Levels/Zones |
 |
02-01-2013, 05:06 PM
|
#11
|
Epic Scholar
RogueTigeR is offline
Join Date: Jan 2009
Location: St. Louis
Posts: 2,461
|
Damage Negation Auras Fail at Higher Levels/Zones
Damage Negation auras as currently stand, atleast PvE, take off a fraction of a percentage of damage.
A new line of auras that take off a percentage of dmg, rather than a base number of dmg need to be introduced.
Thx
RogueTigeR
__________________
|
|
|
02-01-2013, 05:15 PM
|
#12
|
Administrator
Glitchless is offline
Join Date: May 2008
Posts: 8,569
|
Not everything is meant to scale nicely to high levels. This is one of them.
__________________
Computing the probability that at least one of the following events will occur:
P(a or b ... or z) = 1 - P(!a and !b ... and !z)
Probability
|
|
|
02-02-2013, 05:03 AM
|
#13
|
Seer's BFF
chloe is offline
Join Date: May 2012
Posts: 674
|
can we get some epic damage negate and reflect auras that are worth the space in a gembag at higher lvls?
__________________
Quote:
Originally Posted by Glitchless
Honorable mention goes to Emiliastormrage, Roguetiger, Hustlerking, Chloe.
|
|
|
|
02-02-2013, 01:17 PM
|
#14
|
Epic Scholar
RogueTigeR is offline
Join Date: Jan 2009
Location: St. Louis
Posts: 2,461
|
Quote:
Originally Posted by Glitchless
Not everything is meant to scale nicely to high levels. This is one of them.
|
a couple months ago... u said a damage negation type aura where it mitigates a % of damage rather than a base amt. was a good idea and worth looking into....
I was just resurfacing the idea for you. 
__________________
|
|
|
02-02-2013, 04:31 PM
|
#15
|
Administrator
Glitchless is offline
Join Date: May 2008
Posts: 8,569
|
You'd be better served to bump the thread where that was said. I don't recall saying that.
__________________
Computing the probability that at least one of the following events will occur:
P(a or b ... or z) = 1 - P(!a and !b ... and !z)
Probability
|
|
|
02-02-2013, 09:58 PM
|
#16
|
Temporarily Suspended
Sapreaver is offline
Join Date: Aug 2008
Posts: 1,627
|
Quote:
Originally Posted by Glitchless
They won't be changed, but adding some much lower value % based ones would be a good idea.
|
Copy of glitchless post and a link to the thread
http://forums.nodiatis.com/forums/sh...ad.php_t=14237
|
|
|
02-02-2013, 10:37 PM
|
#17
|
Boss Hunter
tsurguyb is offline
Join Date: Oct 2012
Posts: 75
|
Quote:
Originally Posted by Sapreaver
|
Support!
|
|
|
02-03-2013, 12:28 AM
|
#18
|
Gem Pouch Expert
Raith is offline
Join Date: Jul 2009
Location: depends on who wants to know.
Posts: 392
|
Quote:
Originally Posted by Glitchless
Not everything is meant to scale nicely to high levels. This is one of them.
|
I feel like what you are saying is that you know they suck badly at high levels, but too bad. Am I misunderstanding?
|
|
|
02-03-2013, 01:14 AM
|
#19
|
Administrator
Glitchless is offline
Join Date: May 2008
Posts: 8,569
|
Quote:
Originally Posted by Raith
I feel like what you are saying is that you know they suck badly at high levels, but too bad. Am I misunderstanding?
|
In essence, yes. But not just to be mean. There's already an issue especially in PvP where players who deal damage in small amounts can see their damage trivialized by defensive procs. Buffing damage negation auras would only make this problem more severe and everyone would be driven to high delay big damage attacks.
Adding a separate % based line wouldn't have this effect, but it really would not be any different from damage mitigation.
__________________
Computing the probability that at least one of the following events will occur:
P(a or b ... or z) = 1 - P(!a and !b ... and !z)
Probability
|
|
|
 |
|
 |
02-03-2013, 06:06 AM
|
#20
|
Boss Hunter
tsurguyb is offline
Join Date: Oct 2012
Posts: 75
|
Quote:
Originally Posted by Glitchless
In essence, yes. But not just to be mean. There's already an issue especially in PvP where players who deal damage in small amounts can see their damage trivialized by defensive procs. Buffing damage negation auras would only make this problem more severe and everyone would be driven to high delay big damage attacks.
Adding a separate % based line wouldn't have this effect, but it really would not be any different from damage mitigation.
|
you mean like... everyone already is flocking towards big delay big damage weapons? Because lets face it that's where nod is heading, regardless if you intended for that to be the case. I feel like you made weapons hit to hard and had to compensate for it by adding more hp(on top of the already supposed epic player hp) Instead of just adding more hp I think negating said damage would work better, maybe not make it an aura but a gem only available to that person(like angelic aura but slightly weaker and able to taunt with it) Because when a tank can get 2 shot in arena even with 20k hp, that's a little ridiculous.
Last edited by tsurguyb; 02-03-2013 at 06:22 AM..
|
|
|
All times are GMT -5. The time now is 10:03 PM Boards live since 05-21-2008 |
|
|
|