Rifleman Archive
Thread: Changing to +20 melee to something else
Melee, gets +250 percent dmg to us, with the +20 melee defense, it becomes +230. Combined with other skills you can get it lower, also factor in squad leaders, (assuming you run with one) Thats another -30, making it only +200 percent damage. Actually +198 if you count the ranged support 2. Without the PvP damage nerf, I have been hit around (solo and at novice rifleman). The range of 2000-2500. With the +20 alone, you can drop it too, 1600-1920, now you do the 75 percent decrease, 400-480. Or you can have, 500-625. Now, even though its only 100-200 damage difference, that right there alone is the difference between a 2 shot, vs a 3 shot. It gives us, that 1 extra second to get a style off. (not counting buffs) With buffs, and foods, it can make a large difference in the end.
The range of 2000-2500. With the +20 alone, you can drop it too, 1600-1920
Can you please tell me what math your using to get these figures?
Heres how the calculations went when I did them:
20 / 250 = .08 = 8%
2000 x .08 = 160
2000 - 160 = 1840
2500 x .08 = 200
2500 - 200 = 2300
So your statement above should read "The range of 2000-2500. With the +20 alone, you can drop it too, 1840-2300."
1840-2300 is a whole lot higher than the 1600-1920 you came out with.
1830-2300 is also not much difference from 2000-2500 (cause its ONLY 8%).
With the +20 its 20 percent decrease in the damage you take. So at 2000-2500, it would be 20 percent less. Oops, must have misplaced a number, it will end up 1600-2000. Also remember the 75 percent decrease in PvP damage. When this patch goes live it will make a difference. Im not sure were you came up with 8 percent difference, it should be 20 percent difference.
I was under the impression, after holding the cursor over melee defense until the description came up, that melee defense was supposed to alter how often your hit. Now I dont know how the modifier works, but most mobs have about .30-.55 to hit chance. So... +20 would that be like .10-.35 to hit chance (in theory)? or something else... Its slightly ambiguous, and I dont think its working as intended, as Block isnt currently working (to my knowledge at least). I think it should be changed to +5 evasion or +5 counter attack for each level, I mean, it IS in the "rifleman special abilities" tree, and im not seeing too many "special abilities" other than my attack speed at master level.
Counterattack, and evasion would add to this type of thing... or maybe they should just give us more than one special ability..
Aldeon.. what your saying now is that the -20% reduction in damage does not count the same as the +250% were taking. Instead, your saying that melee defence kicks in after ALL othermodifiers are checked, including armor peircing and armor.
Pardon me if im wrong... but that seems to be ashove full of.... well, you know.
Far more likely it is what you originally said: a 20% reduction in damage that is tabulated along with the 250% additional damage we take.
Ok... Aldeon, i think your very very confused.
Sit tight, and watch me as i go through some math equations. Follow me carefully, ill explain what im doing at every step.
From your quote: "Melee, gets +250 percent dmg to us, with the +20 melee defense, it becomes +230"
Ok, this is where ALL of our equations will be coming from.
Our first step will be to determine how much of a difference +230% damage is from +250% damage. In order to do this you can use two forms of division. I can divide the difference between 250 and 230 (20) into the larger number: 20/250=.08 or I can divide 230 into 250 and get: 230/250=.92from which you do: 1.0-.92=.08
Both of these simple equations will show that your going to get an 8% damage reduction. I believe your making the mistake of ignoring the fact that we are taking 250% damage and assuming we are only taking 100% damage from melee attacks. If this were the case then, yes, we would be looking at a 20% reduction in damage.
Now, with the 8% damage reduction mathamatically deducted in a clear and precise manner (through 2 equations, just to double check), we can now determine how much damage will be reduced by.
You said that a melee attack does 2000-2500. I generally think they do more than this.. but ill go with your figures. If you take 2000 and multiply it by .08 (which is 8%) you get 160: 2000x.08=160 You then take 160 and subtract it from 2000: 2000-160=1840 which becomes our new minimum damage.Now, take 2500 and multiply by .08: 2500x.08=200 then subtract the result from the max damage: 2500-200=2300 and there is your new maximum damage.
Therefore, if the begging data (provided by you) is true, then the damage of a melee attacker that used to do 2000-2500 would now be doing 1860-2300
Actually none of us knows how these modifiers exactly work.
From what i know all the mods that affect the damage arent at the same level.
- (BASEDAMAGE*2.5)*(0.8) = End damage ??
or
- BASEDAMAGE*(2.5-0.2) = End damage ??
And many many other ways to calculate it.
OK what Im assuming, is " (BASEDAMAGE*2.5)*(0.8) = End damage" I could be wrong though. The devs have never been clear on the math.
The way I see it working, is it will reduce the damage by 20 percent, not reduce the percent bonus the player gets. So if there doing 2000 damage, (after the 2.5 modifiers) you would then reduce it by 20 percent, and 1-.2=.8 (80 percent damage) So 2000x.8 giving you your total damage.