ReguIus wrote:I just don't understand this
ummmm /huh?
need something to reference to, ie what does the combat system on live look like (as suggested above)
it is pretty tho! lol
Sosuke1 wrote:Why gets a lvl 1-8, or lvl 19-41 less damage from a lvl 14 NPC than from a lvl 13. Roughly the same for lvl 26 and 27 NPC´s.
Message Edited by digitize on 03-11-200607:29 PM
digitize wrote:Sosuke1 wrote:Why gets a lvl 1-8, or lvl 19-41 less damage from a lvl 14 NPC than from a lvl 13. Roughly the same for lvl 26 and 27 NPC´s.I don't think you were reading that correctly (granted, the numbers are hard to make out). All the damage numbers appear to scale correctly based on the player level vs. NPC level.
Yah.. the level 14 numbers are off... Is anybody else worried about how qickly the DPS scales in the "conning ranges"? Greys scale slowly and Purples scale slowly (and in the above case backwards) but from green to red there's a huge diff. I have a feeling the bottom line wasn't an actual DPS number but secs. per kill... That seems backwards to me. And "as intended" is going to be a grey term.
Now here's the thing. Level based mitigation *sigh*. Now I'm a johnnie come lately to this discussion but as I understand it this means that by 'dinging' you will magically be more resistant to an attack. This seems to be a constant theme through SOE games and one I'm still not entirely comfortable with. It seems to me that this is also a 180 degree from the original concept. Wasn't mitigation going to be based largely on attribute point allocation, which is obviously level dependent, and item bonuses with level bonuses being the smallish tweaks?
That's a big balancing act but one I kinda' liked. Obviously with one point allocation you were turning what, 8 or 10 knobs at once in big jumps and leaving the other 30 or so largely unchanged. When you get the knobs turned correctly in relation to one another then you could add additional balance with gated loot drops (e.g. construct loot) and the like. This way you would reward the savvy player who takes the time to study the pros and cons of attribute/clothing combos instead of a blanket-- 5 level dfferential get out of jail free card (obviously an exaggeration).
I like the idea of a mismanaged or poorly equipped character getting beat up by a grey con or a lowbie. Now it would have to be a perfect storm for that sort of thing to happen. If you guys work without a net then it should be only fair that you allow the players to also.