EDIT: I just realized that embers boost your damage too. It would be to a max of 5%/5% in the near future. You need to add 5% to option 1-3 for both damage and resists! I've added a fourth option too!
People say it might be too high. Originally in ROK, it was 15%, which is how we deal with it now.
First off, DIVINITY DOES NOT CHANGE DODGE OR HIT RATE. People who say this are wrong. People who disagree with me should stop and rethink life itself. There is no coding that does this.
This however can be changed. I feel however that you should be generally a tougher match against one divinity, and almost guaranteed to lose against it. Same if you are fighting with div, you are guaranteed to win, generally. I'd say it's around 75-80% chance just with the extra damage and reduced damage of you winning if both players are similar overall.
I don't mind it but I can see it being different to balance it out a little. But the three options are:
1. Keep it the same, 15% divinity damage/15% divinity resistance. (I.E. I am Night. If I fought Earth, I would hit them for 115% damage, and only receive 85% damage against. Fighting Fire would be opposite.)
2. Lower divinity damage/resist to 10%. This means that everyone would gain a small damage boost and max damage would be the same on div. You'd do 110% for, and 90% against. Overall I think this option is best. Aegis can stay the same and give you another 5% though for cleric/pally for resists. EDIT: NO MORE DAMAGE BOOST DUE TO EMBER DAMAGE BOOSTS.
3. There are other methods like only divinity damage and not resistances but I feel it might be too little. It involves removing negative damage and only keeping positive. For example, I am Night, if I fight earth, I would hit them for 115% damage. If earth hit me, I would receive 100% damage. Aka no resistance, only a bonus. So if I fought fire, I can still deal 100% damage, and they would deal 115% damage to me. Again Aegis is the same and does grant some resists.
4. NEW --- I just realized embers play a part in this too. The maximum ember is 5%, this means 5% MORE bonus to the divinity you pick in the future. Right now there is only 3% but it plays a part on resists and damage. I think maybe we can lower the damage/resists to 5%/5%, and allow up to 5% shards this would equal 10%/10% in the end (like option 2 should be). Otherwise you need to add 5% resists and damage to option 1-3 because of embers.
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I think any other options might be too low and not worth it, aka any lower then 10% lets say and no point to have divinities. There WILL be a Neutral divinity, but it's a future thing. If you have another idea, post it here. Polling this though for 3d.
Divinity Damage
Re: Divinity Damage
Man, this is a hard one! I like it where it is right now, I just think that people don't have the proper gear yet. I've seen some of the #s you say from purple gear at 25 and reworking it now might be jumping the gun? I agree hitting against div feels like a wet noodle but it's also because we're not at max dmg's yet. HP won't change, damage will. I voted #3 in any case. lol.
Re: Divinity Damage
Honzo wrote:Man, this is a hard one! I like it where it is right now, I just think that people don't have the proper gear yet. I've seen some of the #s you say from purple gear at 25 and reworking it now might be jumping the gun? I agree hitting against div feels like a wet noodle but it's also because we're not at max dmg's yet. HP won't change, damage will. I voted #3 in any case. lol.
I don't think we ar etoo far off overall with some things. The two hander sword for example is similar to where the 1 hander will be at, I think the hammer is probably the worse offender though specially for druid since it double effects them. Staves I think are near though.
But yeah I assume you play druid so I assume that's why you say the above

I don't think it's jumping the gun as both changes overall don't really 'break' the game for testing, nor would it make too much of an impact, just a balance tweak.
Re: Divinity Damage
I'm a fan of #2 because I prefer 1v1s to be a bit closer and not "aww shit I lose cause he has div".
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Re: Divinity Damage
I think it's ok where it is. But I think some people are confusing some classes damage bonuses with div bonus.
But I think we need to be careful right now cause people have favorite classes and they tend to want other classes nerfed to bring them on par. Seems like only minor tweeks need to be done right now.
But I think we need to be careful right now cause people have favorite classes and they tend to want other classes nerfed to bring them on par. Seems like only minor tweeks need to be done right now.
Re: Divinity Damage
NiteHawk wrote:But yeah I assume you play druid so I assume that's why you say the above
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Rodeo wrote:I think it's ok where it is. But I think some people are confusing some classes damage bonuses with div bonus.
But I think we need to be careful right now cause people have favorite classes and they tend to want other classes nerfed to bring them on par. Seems like only minor tweeks need to be done right now.
I agree on this as well. Class damages vary a lot from what I've seen but I think that a lot of that could be cleared up with providing more clarity about a class. (Aka Slayer is a physical caster in a way, where as monk is consistent lower dmg with higher defenses, druid all around, etc)
It's only a tweak anyways and it's probably worth testing new things regardless. ^_^ Maybe it'll give everyone who is 'bored' a change of pace that will brighten them up!
Re: Divinity Damage
15% feels a bit much to me, 10% would likely be better but I'd also cut that extra 5% off of it myself.
5% even with the embers feels a bit low.
5% even with the embers feels a bit low.
Last edited by Deehok on Fri Dec 30, 2016 7:48 pm, edited 1 time in total.
Re: Divinity Damage
I have never been too keen on DIV, as I have posted.
I went with the 15% no Resist (last option).
But I would have prefered 5% and 5% or the 10% 0% or even as last resort 10%/10% but no extra 5% damage for everyone (I really don't like that one because of the +5% for all).
Yeh, you can't please everyone :p
I went with the 15% no Resist (last option).
But I would have prefered 5% and 5% or the 10% 0% or even as last resort 10%/10% but no extra 5% damage for everyone (I really don't like that one because of the +5% for all).
Yeh, you can't please everyone :p
Disclaimer: Any ideas I come up with may not even meet my approval. I am just posting an idea based on the topic I have just read.
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Re: Divinity Damage
It could be 5%/5% too, I just realized that embers play a part in damage too.
The highest embers are at 5%. This means you get a 5% bonus to any divinity or resist on top. Right now if you had the highest ember, you'd end up with 20% attack and 20% resist if you geared it up, it might be a bit high.
Lowering it to 10%/10% would mean the max is 15%/15% with embers.
Lowering it to 5%/5% would be 10%/10% with embers.
Obviously 4% and 5% embers aren't in, but I would be OK adding them to high levels at a very very low drop rate for 4%. and 5% being PP or quest only.
All of my damage values have been based apon divinity, even when balancing. I do via MAX, not average. That is why the 5% extra would be OK.
I am adding a new value because embers play a role, feel free to adjust.
The highest embers are at 5%. This means you get a 5% bonus to any divinity or resist on top. Right now if you had the highest ember, you'd end up with 20% attack and 20% resist if you geared it up, it might be a bit high.
Lowering it to 10%/10% would mean the max is 15%/15% with embers.
Lowering it to 5%/5% would be 10%/10% with embers.
Obviously 4% and 5% embers aren't in, but I would be OK adding them to high levels at a very very low drop rate for 4%. and 5% being PP or quest only.
But I would have prefered 5% and 5% or the 10% 0% or even as last resort 10%/10% but no extra 5% damage for everyone (I really don't like that one because of the +5% for all).
All of my damage values have been based apon divinity, even when balancing. I do via MAX, not average. That is why the 5% extra would be OK.
I am adding a new value because embers play a role, feel free to adjust.
Re: Divinity Damage
So option 1-3 there is actually up to 5% more damage because of embers.
So I have added a fourth option, which is 5%/5%. with embers it will be 10%/10%.
All options above you need to add 5% more resist or damage, because of embers, so remember that.
So I have added a fourth option, which is 5%/5%. with embers it will be 10%/10%.
All options above you need to add 5% more resist or damage, because of embers, so remember that.
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