Rifleman Archive
Thread: Okay, klawlegna, here's where you earn that juicy Rifleman Correspondent paycheck...
Just to note, I was Rifleman/men helping our new Weaponsmith correspondent test things, and the simplest way to prove that the percentage system doesn't really work is simply to go shoot a high powerNightsister, like a Protector, Spell-Weaver, Elder, or Sentinel. The formula for percentages seems to be exponential, because I literallycan't even touch them with a T-21, I have toswitch to TKA mode.
klawlegna wrote:
The delevopment team has clearly stated the curret system is in need of a change
This is what worries me. What is so broken about the current system that the Devs feel that the only solution is to scrap it and start over?
If they implement the system they describe, with AP halving the resistances for every level difference, and increasing them by 25% if the AP is lower, it will be a SEVERE reverse nerf for Riflemen against any critter with armor, and will simply be a pure, flat-out nerf for Riflemen against the majority of the critters in the game. For example:
T21 vs. Bageraset (AR0, 15% Energy Resistance), hitting for 1000 points of Base Damage under current system
1000 * (1.25)^3 * 0.85 = 1660
T21 vs. Bageraset, hitting for 1000 points of Base Damage under proposed system
1000 * {1 - [(0.50)^3 * 0.15]} = 981
There is no other class in the game that will be as profoundly affected by this change as Riflemen, should the proposed changes go through. I respectfully urge you to not sit by and let other class correspondents do the fighting on our behalf.
The only way I can see the resistance thing working is if AP removes a flat 25%- 50% of resist per AP over the targets AR. However with the changes I've heard about on TC mobs are having a great deal of AR / Resists removed, so again it is kind of pointless.
I really feel changing the AP code to effect resists at the same time as removing resists from mobs is a bit silly. Maybe the posts I have read that say AR / Resists are down on mobs are wrong, but if not then giving mobs more HAM while at the same time reducing our damage relative to other professions is a major nerf.
I posted a lot about this when the first change was made and announced, I was an armorsmith and rifleman back then so it affected me twice over.
The change they made made sense, I think it made life a lot easier in terms of the math.
Anyway, the point I want to make is, I don't think the problem lies in whatever system they want to use. I just think their code is bad and they can't figure out how to make it work properly. The more I read about what formulas they use the more I grow convinced of this fact. None of the equations shown for how things are supposed to work are terribly complex, nor should they be hard to code. Yet every time this get changed, I see different results from what the "formulas" predict, and it's the code that controls it.
So why has it take this long to find a working system that's consistent with what they say?
Or is it they just can't decide which system to use, and while we're being told one thing that's being used, a dev is going off and coding something else?