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  1. #1
    Player
    Carighan's Avatar
    Join Date
    Apr 2018
    Posts
    1,409
    Character
    Carighan Maconar
    World
    Zodiark
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Reginald_Cain View Post
    They've done it before I don't know why not anymore... if it's about stopping damage variance then make every numeric value of each strike do fixed equal damage. Is that even hard? Stares at blue mage 1000 needles doing fixed damage.
    Yeah plus if you do this as a dev usually for performance reasons your game logic (or in this case the server) only processes a single hit for a large amount of damage anyways. But what gets shown to the player are 4 individual damage hits that sum up to this large number. A purely visual thing where the individual numbers are then timed to when the attacks visually connect.
    (2)

  2. #2
    Player
    Absurdity's Avatar
    Join Date
    Feb 2018
    Posts
    3,117
    Character
    Tiana Vestoria
    World
    Odin
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Carighan View Post
    Yeah plus if you do this as a dev usually for performance reasons your game logic (or in this case the server) only processes a single hit for a large amount of damage anyways. But what gets shown to the player are 4 individual damage hits that sum up to this large number. A purely visual thing where the individual numbers are then timed to when the attacks visually connect.
    Having them actually register as separate hits would be the better option if possible, because at the same time it would lower the crit variance problem we're having.
    Instead of a single 1500 potency hit you would have let's say 4 hits for 375 potency each and a crit roll on each of them.

    But it would increase the processing load, so yeah it's probably not going to happen.
    (0)

  3. #3
    Player
    Carighan's Avatar
    Join Date
    Apr 2018
    Posts
    1,409
    Character
    Carighan Maconar
    World
    Zodiark
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Absurdity View Post
    Having them actually register as separate hits would be the better option if possible, because at the same time it would lower the crit variance problem we're having.
    Instead of a single 1500 potency hit you would have let's say 4 hits for 375 potency each and a crit roll on each of them.
    It's also unnecessary. Law of large numbers. Yeah sure, in a particular buff window you might use a single Double Down and it's annoying if that doesn't crit. But there are thousands of Gunbreakers using Double Down in tens of thousands of buff windows every day. And even a single player uses it more than once in a particular fight, nevermind a whole evening. It balances out.

    Now as to whether the buff window has become too important, and hence critting inside it too valuable vs the crits you get outside of it, that's a separate issue. Also easily solved (even without de-emphasizing the window) but it needs a separate fix, and increasing server load for every ability showing multiple hits feels unnecessary to me to try fix it, tbh. I mean, they could always just fudge crit chance if that's a problem (meaning it's not actually the percentage you see at any given moment).
    (0)