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The Fabled Block Nerf – Diminishing Returns
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Blue Glowie

Joined: Jun 28, 2003
Messages: 20645
Location: Michigan / Flurry
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Game Update 4 brings the Diminishing Returns formula on combat mods. The original post I made can be found here - The Diminishing Return Formula - Combat Mods.

I figured I would bring one of the most discussed combat roll of BLOCK and how much the Diminishing Return formula will impact it.

The Diminishing Return starts with the first "Block Chance" mod that is added to your toon. The "Combat Defense: Block" reflects the Diminishing Return already, so that % is what you get. Anything that increases the "Block Chance" mod is hit with the DRF. Here is the average "Block Chance" value that players will have:

  • Exotic Mod - 8
  • PowerUp - 26

All Buffs (including the Medic Buff) grants a straight % increase that does not hit the DRF.

The total amount of "Block Chance" that a player will expect to see is 102. Here are a few images to hopefully make it clearer.

          

This basically shows that a typical stacker will have 3.46% less "Combat Defense: Block Chance". The Medic Buff was cut in half to a 10% instead of 20%, so overall, there will be a 13.46% less "Combat Defense: Block" than people can stack on live.

It is indeed a reduction so it the general term of what a nerf is then you could call this a nerf, but the reduction still keeps the mods worth stacking and will still be a powerful bonus.




Elder

Joined: Jun 26, 2007
Messages: 1675
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MasterCosmo wrote:

Game Update 4 brings the Diminishing Returns formula on combat mods. The original post I made can be found here - The Diminishing Return Formula - Combat Mods.

I figured I would bring one of the most discussed combat roll of BLOCK and how much the Diminishing Return formula will impact it.

The Diminishing Return starts with the first "Block Chance" mod that is added to your toon. The "Combat Defense: Block" reflects the Diminishing Return already, so that % is what you get. Anything that increases the "Block Chance" mod is hit with the DRF. Here is the average "Block Chance" value that players will have:

  • Exotic Mod - 8
  • PowerUp - 26

All Buffs (including the Medic Buff) grants a straight % increase that does not hit the DRF.

The total amount of "Block Chance" that a player will expect to see is 102. Here are a few images to hopefully make it clearer.

          

This basically shows that a typical stacker will have 3.46% less "Combat Defense: Block Chance". The Medic Buff was cut in half to a 10% instead of 20%, so overall, there will be a 13.46% less "Combat Defense: Block" than people can stack on live.

It is indeed a reduction so it the general term of what a nerf is then you could call this a nerf, but the reduction still keeps the mods worth stacking and will still be a powerful bonus.


No, it will be better to stack different mods instead of just one mod in the new system.


Moff

Joined: Jul 10, 2004
Messages: 8233
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Dravith wrote:

No, it will be better to stack different mods instead of just one mod in the new system.

That actually depends on your profession and what bonuses you get from that and expertise.

Also it is a waste fo space to quote the entire post and pictures.




Enforcer

Joined: Mar 17, 2006
Messages: 6748
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Dravith wrote:
No, it will be better to stack different mods instead of just one mod in the new system.


I don't entirely agree.   I believe certain professions will still find it more beneficial to stack certain modifiers (ie: Commando block).   But I also agree that it opens up a little more possibilities to mix and match modifiers, instead of just using 1.

 


 
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