The pantheon and pvp

Will bonuses from the pantheon work in pvp/sarn arena? Several as "Take no Extra Damage from Critical Strikes ..." look too strong.
Last bumped on Aug 30, 2017, 6:53:55 PM
They work and no they aren't too strong. When you PvP more you'll see why.
GGG, the ADA of gaming....huuuur i gotz mai skilz.
IGN: MullaXul
Switch between Arakeli and Solaris according to your opponent. The passive giving you flasks recharge over time is insanely good for life builds.

Overall they are a nice boost but not gamebreaking.
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MullaXul wrote:
They work and no they aren't too strong. When you PvP more you'll see why.

Because builds based on crtical strikes don't use in pvp? Most players prefer skills with "secondary dmg".
Because if you using an elemental skill with 400 avg base damage, 700% increased damage, and total 300% more damage the result is:
400 * 8 * 4 = 12800 non crit PvE damage.

If you somehow add 100% crit chance and 500% crit multiplier it will become
12800 * 5 = 64000 crit PvE damage.

64000/12800 = 5

PvP damage will be (for 4 aps skill):
non crit: ((12800 / 0.25) / 290) ^ 0.58 * 290 * 0.25 = 1457
crit:       ((64000 / 0.25) / 290) ^ 0.58 * 290 * 0.25 = 3706

3706/1457 = 2.54
Problem: impostor syndrome
Solution: nerf everything
Result: depressing mess
"
a_z0_9 wrote:
Because if you using an elemental skill with 400 avg base damage, 700% increased damage, and total 300% more damage the result is:
400 * 8 * 4 = 12800 non crit PvE damage.

If you somehow add 100% crit chance and 500% crit multiplier it will become
12800 * 5 = 64000 crit PvE damage.

64000/12800 = 5

PvP damage will be (for 4 aps skill):
non crit: ((12800 / 0.25) / 290) ^ 0.58 * 290 * 0.25 = 1457
crit:       ((64000 / 0.25) / 290) ^ 0.58 * 290 * 0.25 = 3706

3706/1457 = 2.54


This PvP dmg scaling algorithm works in the last version? So it's very benefit have huge dmg and slow attack. Then scaling wouldn't reduce damage so much (we have same tooltip dps):

( (10000/0.25)/290 ) ^ 0.58 * 290 * 0.25 = 1263
( (40000/1.0)/290 ) ^ 0.58 * 290 * 1.0 = 5051
It's so strange mechanics :)
"
kill_you_all wrote:

It's so strange mechanics :)

It's called a 'knee-jerk software design pattern'. Whole post 1.3 pvp damage reduction system is rallying around removing flicker strike (and any fast hitting melee skill) from pvp.

Problem: impostor syndrome
Solution: nerf everything
Result: depressing mess
Last edited by a_z0_9#4860 on Aug 29, 2017, 11:31:07 AM
"
kill_you_all wrote:
Will bonuses from the pantheon work in pvp/sarn arena? Several as "Take no Extra Damage from Critical Strikes ..." look too strong.


There was already a piece or armour that does this. It hasn't really done much to change the way pvp works.
"That's nice cupcake" ~ Rlowe, 1984 - RIP in pieces, least we 4get
"""Everyone is an asshole and I'm awesome" ~ Mygalomorphae, 2016" ~ philophil, 2016" ~ Mygalomorphae, 2016
"Fuck." ~ Rlowe, 2017
"...post-ironic thread..." ~ Rlowe, 2017



Just a small example, feel free to add glove enchants and a whole slew of other things. Things that all coincidentally share similar characteristics i.e multiple projectiles, fixed attack/cast rate, AoE overlap etc.. These have conflicting interactions with GGG's genius PvP formula so they are easily abused. There's a reason all these scrubs are using the same few options. By scrubs I mean the absolute shittiest PvP'ers you'll ever see in your life but GGG's got em covered.

Look at a Ngamahu's Flame user for instance. Guy 9:10 times is weak as shit and has a poorly made character....until that Molten Burst procs. That automated AoE overlapping, elemental projectile attack can 1 shot you at 8k+ life when he himself did nothing.
GGG, the ADA of gaming....huuuur i gotz mai skilz.
IGN: MullaXul
Last edited by MullaXul#2277 on Aug 30, 2017, 7:19:11 AM
Abberath pantheon ruined the fire trap meta!

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