Smuggler Archive
Thread: New Slicing System
WesBelden wrote:
You missed out the part where we can now choose what's improved, along with extra (and better imo) options. You also have to remember that slicing was heavily out of balance pre-CU and needed to be toned down, along with a reat deal of other things as part of the CU.
My look on this is that it's essentially the functionality we've talked about for so long without much of a UI to give it context or link it to the player. There's still the function though, so that's something at least.
I've posted asking about the mini game, the item breakage and the fact there are no tools used.
You are truly a good Correspondent, Wes. You can remain calm while they do this. Kudos to you for that.
But you can't expect me to believe that this piece of crap is a gold nugget. They gave us wonderful concepts for what it could have been, and handed us this instead. Then they took away the breaking system because some people complained before they even really had a chance to test it and see what it was like. I can't help but wonder what's next to go.
And it was out of balance pre-CU? Really? I'd love to see the Dev post where that was stated, because I don't recall ever seeing it. An 8% damage slice is just plain insulting.
Anyway, all that being said, I can't help but realize that this publish is going to hit Live next week, so I know we're going to get stuck with this crap. Oh joy.
WesBelden wrote:
AngusMacGregor wrote:
Hmm... well, now that they took away the whole "breaking" thing, let me see if I got the gist of our new system....Basically it's pretty much the same system we had before, with the same UI, except that we used to be able to slice a weapon once for up to a 35% damage boost, now we have to slice it 4 times to get 8%....Does that sum it up well enough?
You missed out the part where we can now choose what's improved, along with extra (and better imo) options. You also have to remember that slicing was heavily out of balance pre-CU and needed to be toned down, along with a reat deal of other things as part of the CU.My look on this is that it's essentially the functionality we've talked about for so long without much of a UI to give it context or link it to the player. There's still the function though, so that's something at least.
I've posted asking about the mini game, the item breakage and the fact there are no tools used.
While you're at it, could you ask if our Smuggling system is going to just be a delivery mission terminal that says "Smuggler missions" on it? Since that's what they seem to have done with slicing...
QFFE
maxtheusher wrote:
While you're at it, could you ask if our Smuggling system is going to just be a delivery mission terminal that says "Smuggler missions" on it? Since that's what they seem to have done with slicing...
AngusMacGregor wrote:
You are truly a good Correspondent, Wes. You can remain calm while they do this. Kudos to you for that.
That's very diplomatic of you
But you can't expect me to believe that this piece of crap is a gold nugget. They gave us wonderful concepts for what it could have been, and handed us this instead. Then they took away the breaking system because some people complained before they even really had a chance to test it and see what it was like. I can't help but wonder what's next to go.
Can't argue that, although I wouldn't say this is crap, it's better than what we had in some ways...
And it was out of balance pre-CU? Really? I'd love to see the Dev post where that was stated, because I don't recall ever seeing it. An 8% damage slice is just plain insulting.
The devs have stated many times that slicing was way out of balance and made balancing weapons next to impossible for them when they came to re-do everything for the CU.. not sure exactly where they said that, so there's a chance you didn't have access to those posts, so my bad if that's the case
Anyway, all that being said, I can't help but realize that this publish is going to hit Live next week, so I know we're going to get stuck with this crap. Oh joy.
maxtheusher wrote:
While you're at it, could you ask if our Smuggling system is going to just be a delivery mission terminal that says "Smuggler missions" on it? Since that's what they seem to have done with slicing...
MaxSteele wrote:
No no no... Slicing is most definitely not a lost cause. Keep at 'em Wes.
QFE, any chance they could give it another shot? They really missed the bowl on this one.
Ok, I've done some math to prove that the slicing effects and customization percentages are really whacked up.
We will make an assumption that we are slicing a 500 damage pistol with 2.0 speed (250 dps).First we will look DPS-wise.Now, our first choice is to spend all 100 customization points in speed. That will bring the speed to 1.8, giving a DPS of 277.78. Not too bad. Yet, for 50 customization points in damage, we get the damage up to 540, that brings it to a dps of 270. For half the points, it does about 75% of the effect. But, with a combination of 8% to damage and 6% to speed, it brings it to 540 damage and 1.88 speed, for a total DPS of 287.23. Now, the only reason people add to speed is for DPS purposes, but going only partial to speed and full on damage brings an increase to DPS by 30%. This makes nopoint in going 100 percent worth of speed.
Now, looking in terms of damage, there is another inconsistancy. With critical strike, full customization for 100 points, will get you in theory, double damage every 33 shots. With the fraction being such a small number, its more likely that this will happen even less... But just to stress a point, lets say that it will hit once every 30 shots. With a damage of 540 (from a 50 customization level damage slice) you can get in 30 shots, a total of 16200 damage. But, assuming that your critical strike only fires once every 30 shots (a stretch even) for just double damage, in thirty shots you will get approximately 15500 damage. This makes critical shot a gamble thats not really worth it. Even if it could theoretically be used at just the right moment, the chances of that are very slim, and would be much easier (and probably just as if not more so effective) to just get a damage slice. That isn't even factoring in that that damage slice only costs 50 customization points, while the critical strike was all 100! You could add another 6% speed slice onto that also!
In short, there is only one really good weapon slice, which is 6% to speed and 8% to damage. All the rest are just sort of useless in comparison. As for armor, well, in my oppinion they dida very good job at making the slices up for these, stressing on different, unrelated areas (unlike dps/damage as is with weapons) and is more of a stress on durability than effectiveness. I'm not saying they should adopt this for weapons, but just topay more attention tohow much customization levels are, and the effectivenessof critical strike. I suggest making critical strike go up to 5% chance of hitting, as that would bring up the damage/critical strike average ratio about to the same. Also, to lower thecustomization levels from 100 % to maybe 75.
mrbleepbleep wrote:
Nice info on this Wes, but do you know where (or if?)the smuggler's slicing skill level comes into play? I hope a Master still has an advantage over a Slice 4 (never mind a 3)...
Check out Ragnaat's thread, it contains the effects of Smuggler skill level on slicing... although it seems unclear as to how it translates into actual slicing.
gassygunslinger wrote:
Ok, I've done some math to prove that the slicing effects and customization percentages are really whacked up.
We will make an assumption that we are slicing a 500 damage pistol with 2.0 speed (250 dps).First we will look DPS-wise.Now, our first choice is to spend all 100 customization points in speed. That will bring the speed to 1.8, giving a DPS of 277.78. Not too bad. Yet, for 50 customization points in damage, we get the damage up to 540, that brings it to a dps of 270. For half the points, it does about 75% of the effect. But, with a combination of 8% to damage and 6% to speed, it brings it to 540 damage and 1.88 speed, for a total DPS of 287.23. Now, the only reason people add to speed is for DPS purposes, but going only partial to speed and full on damage brings an increase to DPS by 30%. This makes nopoint in going 100 percent worth of speed.
Now, looking in terms of damage, there is another inconsistancy. With critical strike, full customization for 100 points, will get you in theory, double damage every 33 shots. With the fraction being such a small number, its more likely that this will happen even less... But just to stress a point, lets say that it will hit once every 30 shots. With a damage of 540 (from a 50 customization level damage slice) you can get in 30 shots, a total of 16200 damage. But, assuming that your critical strike only fires once every 30 shots (a stretch even) for just double damage, in thirty shots you will get approximately 15500 damage. This makes critical shot a gamble thats not really worth it. Even if it could theoretically be used at just the right moment, the chances of that are very slim, and would be much easier (and probably just as if not more so effective) to just get a damage slice. That isn't even factoring in that that damage slice only costs 50 customization points, while the critical strike was all 100! You could add another 6% speed slice onto that also!
In short, there is only one really good weapon slice, which is 6% to speed and 8% to damage. All the rest are just sort of useless in comparison. As for armor, well, in my oppinion they dida very good job at making the slices up for these, stressing on different, unrelated areas (unlike dps/damage as is with weapons) and is more of a stress on durability than effectiveness. I'm not saying they should adopt this for weapons, but just topay more attention tohow much customization levels are, and the effectivenessof critical strike. I suggest making critical strike go up to 5% chance of hitting, as that would bring up the damage/critical strike average ratio about to the same. Also, to lower thecustomization levels from 100 % to maybe 75.
I'll pass this on.
wow they took out the "breaking" before it even went live. For the love of whiney snively kids
get them to put that back in wes please do.
AngusMacGregor wrote:
Always looking on the bright side.... Hmmm... is there a bright side on a turd?
SwenLaransa wrote:
Saarek wrote:
AngusMacGregor wrote:
Hmm... well, now that they took away the whole "breaking" thing, let me see if I got the gist of our new system....
Basically it's pretty much the same system we had before, with the same UI, except that we used to be able to slice a weapon once for up to a 35% damage boost, now we have to slice it 4 times to get 8%....
Does that sum it up well enough?
Aye it does.
Now someone pass me that Guinness
But we can pick what to slice. And I also believe the amounts are static
The turd is the bright spot! Just think if you couldn't poop anymore. Turds are a blessing!
Anyway, the low slice percentages fit into the CU. One things the DEVs wanted to do was to make duels balanced andlast longer. Keeping weapon damage and speed under control is one way to make sure the system stays balanced. Sure, it sucks not to have a 35% speed slice, but as long as everything is relative then it's fine.