Divinity Damage

Should we change divinity damage/resists? (Read below for proper info)

Poll ended at Sun Jan 01, 2017 6:26 pm

1. Keep it the same! 15% Damage/15% Resists!
4
15%
2. Lower the damage/resists to 10%.
11
41%
3. 15% Damage, but remove resists. So that you always deal a minimum of 100% damage, but a maximum of 115% damage with div.
2
7%
4. Lower the damage/resists to 5%. Give everyone 5% more overall damage. Make it so 4% embers are released, and 5% could be via PP/Quests (So the max woudl be 10%/10% WITH EMBERS)
10
37%
 
Total votes: 27
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daedroth
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Re: Divinity Damage

Postby daedroth » Fri Dec 30, 2016 4:53 am

I like last one best :D
/me has voted appropriately.
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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Geoffrado
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Re: Divinity Damage

Postby Geoffrado » Fri Dec 30, 2016 5:37 am

I quite like it how it is currently.

I don't fight Ice, and I don't fight casters. That's just how it is.

As a H/O Barb, I take a lot of damage from both these areas and avoid them. Everyone else gets hit really hard!

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NiteHawk
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Re: Divinity Damage

Postby NiteHawk » Fri Dec 30, 2016 5:56 am

Geoffrado wrote:I quite like it how it is currently.

I don't fight Ice, and I don't fight casters. That's just how it is.

As a H/O Barb, I take a lot of damage from both these areas and avoid them. Everyone else gets hit really hard!


Most of the changes will allow you to still deal the same amount of damage, but also inflect more on others in general though, just to state( with 5% damage incrase and max 10% div damage it would be similar to 15% as it is now in general, not including embers.) :P But yeah barbs wouldn't want to fight casters in any situation, it would hurt.

If anything though I need to at least go with option B as embers were something added afterwards. So that the extra max damage on div is still 15%, not 20%.

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Honzo
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Re: Divinity Damage

Postby Honzo » Fri Dec 30, 2016 8:56 am

daedroth wrote: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



NiteHawk wrote:So I have added a fourth option, which is 5%/5%. with embers it will be 10%/10%.


+1. Really good idea! That seems pretty baller. It still give you a boost but it isnt as gamebreaking as it was. I thought Embers only went up to 3% but knowing they do 5% is pretty badass! It puts us just where we want to be and make sense considering you can get a 5% protection against the person who has div on you cancelling out the bonus(5%, not from an Ember. I know its 10% total hehe) so you can give everyone a chance!

edit: The only thing about option 4 is there wouldn't be any need to bump everyone's dmg by 5%, everything else seems good. That is my 2c. ^^

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Lateralus
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Re: Divinity Damage

Postby Lateralus » Fri Dec 30, 2016 12:13 pm

Not a fan of div not mattering as much tbh.

You can still win against div but it's hard and I feel like that's how it should be.

Lower div effectiveness and it tames down any chances you'll u might have to catch off guard and round/kill type thing. I think it just blands down the game a bit but maybe that's just me. Also lowers incentive to level up different divs since we all become pretty similar.


Currently you can have 15% div plus a up to 5% on unreleased ember so I guess if you are going to change it change from 20% total not 15 and keep damage high it's already really hard to kill healers only chance is good div hits atm.

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Folder
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Re: Divinity Damage

Postby Folder » Fri Dec 30, 2016 4:42 pm

Lateralus wrote:Not a fan of div not mattering as much tbh.

You can still win against div but it's hard and I feel like that's how it should be.

Lower div effectiveness and it tames down any chances you'll u might have to catch off guard and round/kill type thing. I think it just blands down the game a bit but maybe that's just me. Also lowers incentive to level up different divs since we all become pretty similar.


Currently you can have 15% div plus a up to 5% on unreleased ember so I guess if you are going to change it change from 20% total not 15 and keep damage high it's already really hard to kill healers only chance is good div hits atm.


These are fair points. Voted for #2 myself.
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NiteHawk
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Re: Divinity Damage

Postby NiteHawk » Fri Dec 30, 2016 5:36 pm

well its 18% atm max, but the intension was never to have 20%, I feel like that's alot. I'm fine with 2) or 4) though either or.



Lower div effectiveness and it tames down any chances you'll u might have to catch off guard and round/kill type thing. I think it just blands down the game a bit but maybe that's just me. Also lowers incentive to level up different divs since we all become pretty similar.


The game was always intended to be around 10-15% divinity bonus. So 20% is high. I don't want it to be 20%, it's too much.

However, I'm not sure what you're talking about here. For example with 4) 10% is still a nice bonus. 10% resists is also nice. The damage will be the same maximum as it is now, Any lowered damage from divinity loss goes towards total damage for everyone. You have to remember we balanced using max values, so it's harder to kill without divinity. If anything it 'helps' get more 'off guard'/round kills. I'm not sure you really follow what's exactly being done.

This is current values with 15% divinity bonus (AKA where it should be at maximum). 22STR examples.
ON DIV:
Knight 179-242
Paladin 158-213
Barbarian 184-249

Neutral:
Knight 156-210
Paladin 137-185
Barbarian 160-216

Against DIV:
Knight 132-179
Paladin 117-158
Barbarian 136-184


This is what I am proposing with 4), and I also think we can have 5% released too on OADs, and maybe 6% for events/special things, would be max. This is the 10% with a 5% ember and 5% damage bonus overall.

ON DIV
Knight 180-243
Paladin 159-214
Barbarian 185-250

Neutral:
Knight 163-221
Paladin 144-195
Barbarian 168-227

Against Div:
Knight 147-198
Paladin 130-175
Barbarian 151-204

---

Still good boost I feel.

I have just realized with 2) though, I cannot give 5% damage boost if we have embers. Cause the embers 'give' the damage boost that I failed to miss. So that will be removed in the poll.

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NiteHawk
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Re: Divinity Damage

Postby NiteHawk » Fri Dec 30, 2016 5:38 pm

With 2) though I'd simply lower div damage/resists 5% in favor for embers going to 5% and leaving the max to 15%, no damage boost. 15% is enough if we go that route too.

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Folder
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Re: Divinity Damage

Postby Folder » Fri Dec 30, 2016 5:45 pm

I think I still prefer #2 because maybe I want to place an ember on my weapon to help counter my opposing div (my guard is storm so I think maybe I'd prefer an ember that gives me a bonus on earth so I suck less against div). #4 sorta pushes is into only wanting to focus on 1 ember, whereas I think there's more of a choice if we go with #2.

Slightly unrelated - I've never seen an ember drop off a boss, and I've killed a lot of bosses.
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NiteHawk
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Re: Divinity Damage

Postby NiteHawk » Fri Dec 30, 2016 5:51 pm

Folder wrote:I think I still prefer #2 because maybe I want to place an ember on my weapon to help counter my opposing div (my guard is storm so I think maybe I'd prefer an ember that gives me a bonus on earth so I suck less against div). #4 sorta pushes is into only wanting to focus on 1 ember, whereas I think there's more of a choice if we go with #2.

Slightly unrelated - I've never seen an ember drop off a boss, and I've killed a lot of bosses.


I don't think bosses really drop them atm. Flame sally maybe is the only boss I know of atm


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