ANNOUNCEMENT: Stealth and Damage Resistance

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  • ANNOUNCEMENT: Stealth and Damage Resistance

    As previously announced, we have been working on rebalancing the way Stealth and Damage Resistance (DR) work.

    Given the following:
    • It was never intended for Stealth to bypass DR but was left alone as a form of a counter to DR
    • It was never intended for DR to be able to reach 100% and we have had to be more cautious when granting DR because of this
    Here are the changes to these mechanics, which affect all heroes and gear globally that use these mechanics:

    Damage Resistance
    • General and Targeted DR are no longer being differentiated
    • DR will now be calculated in a compounding fashion rather than cumulative
    • The cap of 75% will remain in place so that total damage dealt can not go below 25% of the damage due to DR
    • Gear/Auras that add DR on Hit (e.g. Fade-Touched Silverite) add Cumulatively before being used in the calculation
    • Damage Resistance and Damage Reduction are more clearly defined as separate mechanics
    Compounding calculation: This means that if you have auras of 20%, 15%, and 10%, instead of it being total 45% DR, the values would calculate progressively. A hit for 10,000 Damage would be reduced as:
    • 10,000 - (10,000 * .2) = 8,000
    • 8,000 - (8,000 * .15) = 6,800
    • 6,800 - (6,800 * .10) = 6,120 final damage
    Or more simply: 10,000 * (.8 * .85 * .9) = 6,120 final damage

    Gear/Auras: If you have a gear that adds 3% DR per hit and you have been hit 10 times, the total value of this will be a 30% DR going into the calculation, rather than 10x 3% values.

    Damage Reduction: This is the flat value of damage ignored, such as provided by Kaltenzahn. Damage Reduction comes off after the Resistance is calculated and applied, and is not subject to the 75% cap. Continuing with our above example, if Kaltenzahn is the target, the damage would be reduced as:
    • 10,000 - (10,000 * .2) = 8,000
    • 8,000 - (8,000 * .15) = 6,800
    • 6,800 - (6,800 * .10) = 6,120
    • 6,120 - 2,500 = 3,620 final damage
    Or more simply: (10,000 * (.8 * .85 * .9)) - 2,500 = 3,620 final damage

    What this means:
    • This will give us more freedom in releasing heroes/gear with Damage Resistance, and providing heroes/gear with higher Damage Resistance
    • This will give you more options in what heroes/gear you can use for Damage Resistance, as you won't have to rely on a single setup
    • Gear/Aura providing DR on hit will become more powerful and useful
    • Damage Reduction is now a much more valuable aura
    Instead of bypassing Damage Resistance entirely, we are allowing Stealth to bypass 10% of Damage Resistance. However, Stealth will no longer bypass Damage Reduction at all. This means given the above example, when the damage is stealthy, it would be calculated as:

    10,000 * ((.8 * .85 * .9) + .1) = 7,503 final damage

    With Kaltenzahn as the target, it would be calculated as:

    (10,000 * ((.8 * .85 * .9) + .1)) - 2,500 = 5,003 final damage

  • #2
    dont wanna sound like im complaining, so ill start by saying i love what is being done here...was sceptical at first but i believe this will be good. my only thought that i cant help having, is that on the war table it was said that stealth and dr turned out to be more tricky than anticipated, so they were being pushed back and wouldnt be included in client update...well we got the former today and my 3*s are still sitting waiting for that consume update to hit.

    i just worry that the client update ended up being what got pushed back when dr stealth fix felt close for the devs, because to me consume is the more important and much longer standing issue here. i dont doubt the way you guys do things and i know youre just as excited as us to announce the client update, but it had started to feel like we hadnt got the client update yet because dr and stealth were so close that they would be included in the client update anyways....just feels weird to get this update before the big one to sure others feel opposite
    Last edited by Uhm what; 06-15-2017, 10:29 AM.
    Guild: Top F2P Team: Top F2P Hanged Man Rank: Wildlife Enthusiast of Top F2P Hanged Man


    • #3
      This is great news, thank you.


      • #4
        Originally posted by Lyeshal View Post
        Stealth and Damage Reduction

        As previously announced, we intend to modify Stealth to no longer bypass Damage Reduction. We were hoping this would be an easy thing to do, but unfortunately it turned out to be a bigger issue than anticipated, and so we have had to put it on the back burner in order to get the client release items taken care of first. This is on our to-do list for after the client release is finished.
        im just saying
        Guild: Top F2P Team: Top F2P Hanged Man Rank: Wildlife Enthusiast of Top F2P Hanged Man


        • #5
          So, technically in the war table, I had said we were holding off until the development of the client release was complete (get the client release items taken care of first). I can't go into great detail, but suffice to say our engineering resources freed up to be able to work on the stealth/DR thing after completing what was required of them for the client release. There's a lot of third-party type stuff that also has to happen before we can release a client update, so when we can push something out like this that is server only, we are able to do so at-will.

          So no, working on stealth/DR did not impact the client release schedule.

          You can probably read this as "the client release is coming soon". We've just got some third-party hurdles to pass through first. OUR stuff is basically done
          Last edited by Lyeshal; 06-15-2017, 10:20 AM.


          • #6
            This is amazing news!

            I'm glad to see that stealth will still have an effect on DR to an extent, because in terms of raw mechanics stabbing someone in the back should bypass defenses by design (to an extent).

            Also glad to see that the Silverite (and ND.. *grumbles*) are getting a boost to the way the reduction is calculated. Hopefully this will help give the Silverite a bit of oomph back.

            My main concern with this DR/Stealth fix was that DR would become the new reigning champ, but it looks like this has been taken into consideration and DR has been scaled back as well.

            Overall, I think this is a great set of changes that will help shake things up a bit. Will these changes be pushed out with the client update or sooner/later?
            Last edited by Liara; 06-15-2017, 10:33 AM. Reason: Spellzing
            Ally Code: 357-489-871


            • #7
              thanks L! i was trying to avoid being rude lol, if anything i just wanted to confirm that we are just waiting on third party hurdles! technically the internet claims the 21st as the start of summer so you have 2 weeks before we get antsy! although where im at early summer was a week ago hahaha. i absolutely see this as an early bonus it just tickled my consume receptors!
              Guild: Top F2P Team: Top F2P Hanged Man Rank: Wildlife Enthusiast of Top F2P Hanged Man


              • #8
                Liara Its released with the current update already, check patch notes and post above you.


                • #9
                  Originally posted by akq View Post
                  Liara Its released with the current update already, check patch notes and post above you.
                  Thanks. Update must've been tiny because I didn't even notice the download take place.
                  Ally Code: 357-489-871


                  • #10

                    Major change in game mechanics, and it seems really well thought out.

                    Thanks a lot Lyeshal !


                    • #11
                      Originally posted by Liara View Post

                      Thanks. Update must've been tiny because I didn't even notice the download take place.

                      Yeah, these changes occurred on the server-side, so there was nothing required to download for it to take effect.


                      • #12
                        Originally posted by Lyeshal View Post

                        Yeah, these changes occurred on the server-side, so there was nothing required to download for it to take effect.
                        Revamps are best served server side cold. bah.. i got nothing... oh well dmg is done. *hehe*
                        ... and then there's PALA (you know.. that lil warrior dwarf).


                        • #13
                          Lyeshal , so the effective maximal DR against stealthed enemies would be 65% or does the 75% cap on DR get applied after adding the 10%bonus?

                          e.g. Hiv with 3 fairbanks should take damage against quick outlaws of 0.65^3*0.5 ~ 0.14 of power, but will take 25% due to cap.

                          ​If these outlaws have stealth, will he take 35% or will the calculation give 14%+10% = 24% and again be capped at 25%?


                          • #14
                            Stealth bypass is applied before the cap, so you could still have a team that reaches, say 95% DR, and then stealth reduces it to 85%. At that point, the cap then applies and knocks it back to 75%.


                            • #15
                              Amazing news Lyeshal!
                              Glad to see DR and stealth work well now.
                              I hope Seras squads will not be unbeatable now with the update.




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