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Oct 10 2010 07:43pm
I got an idea... could be stupid but just maybe might explain things a bit. (I really hope not though)

Ya'll know how Vita items dont add to Life Pool. Only add to phy. defense.

Maybe, your main stats have full effect for the ratio? And the items we use have/add a slight bonus to it all somehow? (the dex and str items)

This might be far fetched, but just maybe... ? :blink:
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Oct 10 2010 07:52pm
Quote (James84 @ Oct 10 2010 09:43pm)
I got an idea... could be stupid but just maybe might explain things a bit. (I really hope not though)

Ya'll know how Vita items dont add to Life Pool. Only add to phy. defense.

Maybe, your main stats have full effect for the ratio? And the items we use have/add a slight bonus to it all somehow? (the dex and str items)

This might be far fetched, but just maybe... ? :blink:


I wouldn't say that it's far fetched at all...it's worth looking into since we're all trying to understand how this new update works ;)
nice idea!

This post was edited by Brainwashed on Oct 10 2010 07:52pm
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Oct 10 2010 08:01pm
Mhmm, theres no way Paul intended it to work like this. Will get patched to be balanced no doubt.
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Oct 10 2010 08:01pm
Here is a theory just for testing Axes (ignore your average and look towards pure damage)
Ignore More chance to Crit Hit

Go purely Strength or Dexterity
Since it is 50/50 it should not really make much difference in DAMAGE.

Staff user... go pure Dexterity
Sword user... go pure Strength

Then test damage with equal ratio
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Oct 10 2010 08:05pm
I'm sure I saw njaguar say that it was working in term of 'hit power'. i can't remember what thread but it's somewhere.

for axes, dex = .5 hitpower, str = .5 hitpower
for daggers, dex = .9 hitpower, str = .1 hitpower

hence dex on a dagger has nearly twice the effect as it has on an axe. same story for str on clubs.

it certainly needs fixing

Quote (arxyn @ Oct 11 2010 03:01pm)
Mhmm, theres no way Paul intended it to work like this.  Will get patched to be balanced no doubt.


this too.

This post was edited by Cloudfire on Oct 10 2010 08:06pm
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Oct 10 2010 08:20pm
I used the same gear, but on a barb with all points in str. I had less overall melee stats, but here is the result

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Oct 10 2010 08:27pm
Another idea is, since Paul said this kind of just slipped into the patch, maybe it was only halfway introduced. Maybe the 90/10 weapons have higher average damage, and 50/50 weapons have lower average damage but more crits and higher damaging crits as a way to balance them all but make them more unique.

For example:
Dagger/Club - Highest non crit damage - 10% crit chance and it does 2x crit multiplier if kept to the optimal 90/10 ratio
Sword/Staff - Middle of the pack in terms of non crit damage - 20% crit 2.5x crit multiplier if your stats are 75/25
Axes - Lowest non crit damage - 30% crit chance 3x crit multiplier for 50/50

Then the crit % and multiplier drop the more off the ratio you are.

Again, its not an explanation of how it is now, just of how its supposed to be, maybe

Quote (arxyn @ Oct 10 2010 10:35pm)
That seems like it would just be creating a solution around the problem instead of just fixing the problem and moving forward.

It's possible to have certain ratios benefit the weapons more and still have them be balanced.


Ya you're probably right

This post was edited by KakeWalk on Oct 10 2010 08:38pm
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Oct 10 2010 08:34pm
Quote (HoR_Rahl @ Oct 11 2010 03:20pm)
I used the same gear, but on a barb with all points in str. I had less overall melee stats, but here is the result

http://i51.tinypic.com/2lmksxv.jpg


Level 49 Barb dealing around the same average damage and max damage as the level 61 / 65 fighter on Page one.
Interesting, you said you were using the same gear, so that would be Axe then.

Edit: higher minimum damage than the level 65 fighter also
________________

Quote (Svartermetalisk @ Oct 11 2010 03:36pm)
Not really interesting imo.

He get more stats at higher lvl sure but the monsters also have more defense so it should even out no?


12 - 17 levels difference...
Just interesting really... faster climb those levels I bet.

This post was edited by izParagonzi on Oct 10 2010 08:39pm
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Oct 10 2010 08:35pm
Quote (KakeWalk @ Oct 11 2010 02:27am)
Another idea is, since Paul said this kind of just slipped into the patch, maybe it was only halfway introduced. Maybe the 90/10 weapons have higher average damage, and 50/50 weapons have lower average damage but more crits and higher damaging crits as a way to balance them all but make them more unique.

For example:
Dagger/Club - Highest non crit damage - 10% crit chance and it does 2x crit multiplier if kept to the optimal 90/10 ratio
Sword/Staff - Middle of the pack in terms of non crit damage - 20% crit 2.5x crit multiplier if your stats are 75/25
Axes - Lowest non crit damage - 30% crit chance 3x crit multiplier for 50/50

Then the crit % and multiplier drop the more off the ratio you are.

Again, its not an explanation of how it is now, just of how its supposed to be, maybe


That seems like it would just be creating a solution around the problem instead of just fixing the problem and moving forward.

It's possible to have certain ratios benefit the weapons more and still have them be balanced.
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Oct 10 2010 08:36pm
Quote (izParagonzi @ Oct 11 2010 04:34am)
Level 49 Barb dealing around the same average damage and max damage as the level 61 / 65 fighteron Page one.
Interesting, you said you were using the same gear, so that would be Axe then.


Not really interesting imo.

He get more stats at higher lvl sure but the monsters also have more defense so it should even out no?
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