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DR Cap
#21
There could always be a skill added that removes the DR cap for a specific monster, if thats what you're worried about the most here.
[Image: zo2BdSr.pngp]
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#22
What Spo said. Let's not have magic immune event mobs dictate the rest of the game.
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#23
Agreed with those before me.

EDIT: Removed incorrect facts since I remembered something wrong.
*loud burp*
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#24
"[url=http://www.neus-projects.net/viewtopic.php?p=13534#p13534 Wrote:Spoops » Fri Apr 29, 2016 12:43 pm[/url]"]There could always be a skill added that removes the DR cap for a specific monster, if thats what you're worried about the most here.
If it was that easy to just throw in skills to bypass whatever issues come up, I wouldn't have made that post.

That, and I don't quite see how throwing in a DR cap is a better option than making only the strongest DR effects count. (Give or take a select few things 'adding' onto DR, sure, but not everything)
[Image: a2794117f3.png]
[12:53:15 AM] Chaos: don't hit dyst
[12:53:18 AM] Chaos: that's cruelty to animals
[12:53:20 AM] Chaos: you have to shoot it
[12:53:20 AM] Dystopia: ye
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#25
"[url=http://www.neus-projects.net/viewtopic.php?p=13551#p13551 Wrote:Chaos » Sat Apr 30, 2016 8:05 am[/url]"]
"[url=http://www.neus-projects.net/viewtopic.php?p=13534#p13534 Wrote:Spoops » Fri Apr 29, 2016 12:43 pm[/url]"]There could always be a skill added that removes the DR cap for a specific monster, if thats what you're worried about the most here.
If it was that easy to just throw in skills to bypass whatever issues come up, I wouldn't have made that post.

That, and I don't quite see how throwing in a DR cap is a better option than making only the strongest DR effects count. (Give or take a select few things 'adding' onto DR, sure, but not everything)

Because it makes items such as Ogata Waraji worthless.
Because it'd make turtle shell to a BK worthless
Because it makes Bulwark to a BK useless.
etc. etc.

I really don't see how it isn't easy to add in specific features for GM Events mobs, like was said before, it cannot be a simple case of "Oh but my monsters need voidveil lvl 100 to not get wrecked by magaisendo." That will just not work out like is intended, and there's not much that can be helped against that.
[Image: zo2BdSr.pngp]
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#26
"[url=http://www.neus-projects.net/viewtopic.php?p=13553#p13553 Wrote:Spoops » Sat Apr 30, 2016 10:19 am[/url]"]Because it makes items such as Ogata Waraji worthless.
Because it'd make turtle shell to a BK worthless
Because it makes Bulwark to a BK useless.
etc. etc.

I really don't see how it isn't easy to add in specific features for GM Events mobs, like was said before, it cannot be a simple case of "Oh but my monsters need voidveil lvl 100 to not get wrecked by magaisendo." That will just not work out like is intended, and there's not much that can be helped against that.
Items that throw on DR are never useless. There are builds that find themselves without access to DR-giving skills (especially for Destiny setups), offering specific DR where a class gives another kind of DR (I.e. Nullstone Gauntlets with BK), and even with classes that have DR skills, a few people may find that their ideas don't allow them to dump SP into those kinds of skills. These kinds of scenarios are where equipment with DR effects shine brightest, and just because you can't stack them up to make your glass cannon take only 50% of any given (subtotal) damage anymore doesn't make the relevant items automatically useless.

Besides, Ogata Waraji is already useless to someone that's taking BK's inates seriously. Certain items being useless to certain things is nothing new.

That being said, if it's really needed, something like '(+/-)X% ____ Damage Reduction Mod', which would increase/decrease the relevant DR by the given amount, could be in order. It's not the kind of effect I would ever slap onto an Ogata Waraji, however.


....And no, it's not a simple case of 'need voidveil lvl 1k to stop magaisendo lol', because that's not even the case to begin with. Event Tools still follow the system, and despite whatever you've imagined about the matter, just throwing in handwaves for certain things is not a 'snap your fingers and it's done' deal. I would rather see a change that can go in and not force something like a handwave skill, if at all possible.
[Image: a2794117f3.png]
[12:53:15 AM] Chaos: don't hit dyst
[12:53:18 AM] Chaos: that's cruelty to animals
[12:53:20 AM] Chaos: you have to shoot it
[12:53:20 AM] Dystopia: ye
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#27
Okay, I came up with another idea to keep everyone happy.

Make the highest instance of DR apply in full, but the rest get halved.

Still multiplicative.
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#28
At its base, SL is a game of addition where multiplication is op. Maybe percent values should be retooled to flat reductions.
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#29
DRs are needed to keep stuff like Charge mind and Excel weaponry at bay, don't get me wrong, the % based reductions are not bad, though, having your damage lowered to virtually nothing worthwhile is rather too overbearing, it makes matches go on much longer than needed, resulting in most players having FP issues from hitting on a wall that doesn't even build like an actual tank, this presents a problem when facing people who don't need to build tank, and thus have built dodge, and stuff like greenscale tunic becomes even more an overbearing item, despite it not being the root of the problem.
[Image: zo2BdSr.pngp]
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#30
I don't think DR needs a cap. As I said earlier, even though it was about resists but they're very similar, if DR stacking can get too high then the instances of damage reduction should probably be reduced overall or made weaker/incompatible with each other.

For example, making Evasion a main class only skill would get rid of it stacking with One-on-One. Reducing Wraithguard's effectiveness could also be warranted, or changed in a way to where if Ghost isn't your main class, its reduction is lower.

Putting a hard 'cap' on DR probably isn't a great solution. The same probably also applies to damage amplification sources; rather than trying to fix it with a sloppy cap, the overall effectiveness should be lowered and/or reduced for certain class combinations.
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