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14th January 2019 19:49:24 GM Quillon View post »
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15th January 2019 13:27:49 GM Shadow View post »
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Dancore
Player

Pharos
Level 506
Mage
15th January 2019 08:16:29

Quoting Baltas:
Quoting GM Quillon:
Quoting Baltas:
And what do u mean by (calculated as percentage points, not as %)?


Total resistance is the sum, not the mathematical product of the components. Natural resistance is not multiplied by equipment magic resistance. It is just summed with it.

Magic resistance is hidden skill reserved just for mages. For this reason, we prefer that this formula should not be fully known.

-- Quillon


Do you realise that sum gives higher result that multiplication?

% means 1/100
20% magic resistance means you take away 20dmg out of 100. Which means you will receive 80% or 80dmg out of 100.

If you get 10% more resistance from somewhere else:
Your case aka SUM. you resist 20/100 + 10/100 = 30/100 aka 30%. So you will receive 70% or 70dmg.
Multiplication case. You gonna receive 80/100 * 90/100 = 72/100. AKA 28% magic resistance.


And it wasnt sum, it was multiplication always before. The only SUM was buff+magic gear.
So if you managed to get 60% of gear and 40% buff you would receive 0 dmg. cuz 60%+40% equals 100%. To see results in multiplication you would have to go 1 - (1-0.6) * (1-0.4) = 76% magic resistance


Lmao, Quillon got just rekt.

He did say he don't want boring maths before, i would love to invest some time to find that post.
Dancore
Player

Pharos
Level 506
Mage
15th January 2019 08:18:03

Quoting GM Quillon:
Quoting Baltas:
And what do u mean by (calculated as percentage points, not as %)?


Total resistance is the sum, not the mathematical product of the components. Natural resistance is not multiplied by equipment magic resistance. It is just summed with it.

Magic resistance is hidden skill reserved just for mages. For this reason, we prefer that this formula should not be fully known.

-- Quillon


Was given out before, so why not? Just cuz you don't feel like it?
Deadpool
Player

Pharos
Level 472
Ranger
15th January 2019 10:44:01 (Last edited 15th January 2019 17:08:52)

GM Shadow
Game Master

15th January 2019 13:27:49 (Last edited 15th January 2019 15:24:58)

There a numerous ways to calculate any formula. We fully understand the possibilities of the calculation and Baltas questions.

For example: (These are simplified versions and some are not usable at all, just examples of how many possibilities there are)

1. (Damage * Natural Magic Resist) + (Damage * Gear) to calculate the reduction %

2. Damage * NMR * Gear

3. Damage * NMR * Gear * Buff

4. Damage * NMR * (Gear + Buff)

5. Damage * (NMR + Gear + Buff)

6. Damage * (NMR + Buff) * Gear

and more are all possibly ways to do it.

We are just looking for the best formula and values for the game to move forward with! Appreciate all constructive feedback and concerns.
Baltas
Player

Pharos
Level 362
Mage
15th January 2019 14:06:51

Quoting GM Shadow:
There a numerous ways to calculate any formula. We fully understand the possibilities of the calculation and Baltas questions.

For example: (These are simplified versions)

1. (Damage * Natural Magic Resist) + (Damage * Gear) to calculate the reduction %

2. Damage * NMR * Gear

3. Damage * NMR * Gear * Buff

4. Damage * NMR * (Gear + Buff)

5. Damage * (NMR + Gear + Buff)

6. Damage * (NMR + Buff) * Gear

and more are all possibly ways to do it.

We are just looking for the best formula for the game to move forward with! Appreciate all constructive feedback and concerns.



To make a better decision try to put down the numbers. F.e. 1000dmg and w/e NMR, buff and gear u consider normal for low mid and h lvls.

And then think if number 5 is actually logical.

My example lvl 400,m lvl 80 warlock, with 20% magic resistance gear. Not sure whats the new formula for NMR. But it was Magic resistance = (lvl+m lvl)/950). So NMR = (400+80)/950 = 50.5%


5. Damage * (NMR + Gear + Buff)
So reduction would be
1000* (0.505 +0.20+0.30)=1000*1.005= 1005 dmg

If we reduce 1005 out of 1000 it means that using that formula (with old NMR) lvl 400 warlock gonna get healed instead of damaged.
Anuel Ft
Player

Pharos
Level 613
Mage
15th January 2019 14:16:04

Quoting Baltas:
Quoting GM Shadow:
There a numerous ways to calculate any formula. We fully understand the possibilities of the calculation and Baltas questions.

For example: (These are simplified versions)

1. (Damage * Natural Magic Resist) + (Damage * Gear) to calculate the reduction %

2. Damage * NMR * Gear

3. Damage * NMR * Gear * Buff

4. Damage * NMR * (Gear + Buff)

5. Damage * (NMR + Gear + Buff)

6. Damage * (NMR + Buff) * Gear

and more are all possibly ways to do it.

We are just looking for the best formula for the game to move forward with! Appreciate all constructive feedback and concerns.



To make a better decision try to put down the numbers. F.e. 1000dmg and w/e NMR, buff and gear u consider normal for low mid and h lvls.

And then think if number 5 is actually logical.

My example lvl 400,m lvl 80 warlock, with 20% magic resistance gear. Not sure whats the new formula for NMR. But it was Magic resistance = (lvl+m lvl)/950). So NMR = (400+80)/950 = 50.5%


5. Damage * (NMR + Gear + Buff)
So reduction would be
1000* (0.505 +0.20+0.30)=1000*1.005= 1005 dmg

If we reduce 1005 out of 1000 it means that using that formula (with old NMR) lvl 400 warlock gonna get healed instead of damaged.

Alright, so that means they changed the NMR formula?
Im not that good at maths, but tell me if im wrong..

Ht savage = 404+85/950=51.47% NMR + 30% buff and roughly 20% magic resist gear.
51.47 + 30 + 20 = 101.47% total magic resist? That seems off yeah. baltas done that correctly.
Doeden
Player

Pharos
Level 296
Warrior
15th January 2019 14:16:47

Quoting Baltas:
Quoting GM Shadow:
There a numerous ways to calculate any formula. We fully understand the possibilities of the calculation and Baltas questions.

For example: (These are simplified versions)

1. (Damage * Natural Magic Resist) + (Damage * Gear) to calculate the reduction %

2. Damage * NMR * Gear

3. Damage * NMR * Gear * Buff

4. Damage * NMR * (Gear + Buff)

5. Damage * (NMR + Gear + Buff)

6. Damage * (NMR + Buff) * Gear

and more are all possibly ways to do it.

We are just looking for the best formula for the game to move forward with! Appreciate all constructive feedback and concerns.



To make a better decision try to put down the numbers. F.e. 1000dmg and w/e NMR, buff and gear u consider normal for low mid and h lvls.

And then think if number 5 is actually logical.

My example lvl 400,m lvl 80 warlock, with 20% magic resistance gear. Not sure whats the new formula for NMR. But it was Magic resistance = (lvl+m lvl)/950). So NMR = (400+80)/950 = 50.5%


5. Damage * (NMR + Gear + Buff)
So reduction would be
1000* (0.505 +0.20+0.30)=1000*1.005= 1005 dmg

If we reduce 1005 out of 1000 it means that using that formula (with old NMR) lvl 400 warlock gonna get healed instead of damaged.



Dont do it to them!
Backdoor Billy
Player

Pharos
Level 498
Warrior
15th January 2019 14:24:36 (Last edited 15th January 2019 14:27:56)

i was on test server and im disapointed rly.
1st
i know 2 mages lvl 390~ and almost killed me at 311 with 16% magic resist from eq ...
where is balance when i hit mage from noble sword with 160mele 350-400
when they hit me like the same 300+ from wand?
2nd
all know after all changed warriors must stay by player when want hit him not like it was before
so when i run close you i no it you just when i stay or run by you

its rly point to play?
GM Shadow
Game Master

15th January 2019 14:30:44

Nothing has changed for warriors in this Test Server. If you are recommending a change, you are welcome to share that idea!
GM Quillon
Game Master

15th January 2019 14:34:21 (Last edited 15th January 2019 14:39:26)

Quoting Baltas:
Quoting GM Quillon:
Quoting Baltas:
And what do u mean by (calculated as percentage points, not as %)?


Total resistance is the sum, not the mathematical product of the components. Natural resistance is not multiplied by equipment magic resistance. It is just summed with it.

Magic resistance is hidden skill reserved just for mages. For this reason, we prefer that this formula should not be fully known.

-- Quillon


Do you realise that sum gives higher result that multiplication?

% means 1/100
20% magic resistance means you take away 20dmg out of 100. Which means you will receive 80% or 80dmg out of 100.

If you get 10% more resistance from somewhere else:
Your case aka SUM. you resist 20/100 + 10/100 = 30/100 aka 30%. So you will receive 70% or 70dmg.
Multiplication case. You gonna receive 80/100 * 90/100 = 72/100. AKA 28% magic resistance.


And it wasnt sum, it was multiplication always before. The only SUM was buff+magic gear.
So if you managed to get 60% of gear and 40% buff you would receive 0 dmg. cuz 60%+40% equals 100%. To see results in multiplication you would have to go 1 - (1-0.6) * (1-0.4) = 76% magic resistance


There is one problem with your calculations Baltas. Base natural mage resistance for any other case than Mage vs Mage equal to 0. Are you sure than multiplying 0 is right? If any component of mathematical product will be equal to 0, total magic resistance will be always 0.

Just one not used boost (no matter which) and your formula gonna to ignore other boosts.

-- Quillon
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