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Codename Entertainment Forums > Crusaders of the Lost Idols > Feature Requests/Suggestions > Legendary defense cap
| Legendary defense cap
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781 Posts |
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- Posted March 4th 2017 at 11:33 AM
AnimenutTo my knowledge, damage reduction is capped at 95%. Dark Gryphon's golden epic already brings her "Under My Wing" to a 95% damage reduction, so the golden legendary's 300% effect boost does nothing. The only benefit of the upgrade is the 100% DPS buff for affected crusaders, which is nice if your DPSer happens to also be your frontrunner (which would be a KILLER combo with Soldierette), but it still leaves that 300% effect buff as completely useless. Unless I'm not aware of another mechanic that puts it to use, might want to make a special exception for the way that gear upgrades to siphon that excess effect boost off and put that into the legendary ability.
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257 Posts |
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- Posted March 4th 2017 at 12:51 PM
snowIt likely boosts the bonus hp.
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781 Posts |
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- Posted March 4th 2017 at 1:02 PM
AnimenutIf that is all, then it is kind of a wasted boost. Not to say that an HP boost is not useful, but that means only half the buff even takes effect. That's 150% of "buffness" not being used.
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859 Posts |
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- Posted March 5th 2017 at 12:01 AM
AndreasWould it help to first have someone from CNE confirm that the damage reduction is capped? To be honest, I wouldn't even know whether Gryphon's epic gear would work correctly, in the first place. Let alone whether it is now at 90%, 95 or 99.99% since I do not see how much damage a monster does in the game.
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781 Posts |
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- Posted March 5th 2017 at 12:48 AM
AnimenutI saw a dev on another forum post mention that the defense cap is 95% when answering a question about stacking defense buffs above 100%. Even if the defense cap was 99.99%, the base defense buff of the ability is 40%. Buffed x4 would be 160%, which makes no sense. It is useless excess.
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46 Posts |
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- Posted March 6th 2017 at 12:36 AM
Muljo StphoThe ability boost from her spectacles does also boost the health boost from her statue. I have the GE statue for a 75% health boost and the GE spectacles for a 150% ability boost. 75% x 2.5 = 187.5%, which is what is actually shown as the health boost in the tooltip for the ability. (Tooltip shows 95% damage reduction and 187.5% health boost.)
(By the way, aside from the devs mentioning the 95% cap on forums at some point you can also see it mentioned in the game's change log. Plus, 40 x 2.5 would be 100%, which you can see that the tooltip does not display 100% so it's clear that it's capped.) With the 300% boost on the GL spectacles that would be 75% x 4 = 300% health boost. Although making the statue GL as well would have 150% from the statue turned into 150% x 4 = 600% health boost overall. In a (unlikely) hypothetical scenario where a player has the GL spectacles but no statue at all, then there would be a lot of excess boost there doing nothing at all because of the cap on damage reduction. The other item is what gives the excess boost some purpose. Although it would be a nice touch if they could do something like what the Surplus Cooldown talent does. Surplus Protection. Each 1% of damage reduction beyond the 95% cap turns into bonus for Random thought off the top of my head: I think they could look into maybe adding a new type of protection bonus which would be an absorb shield. It's kind of like a health boost, but you wouldn't be able to restore it with healing. (Resets with area transitions, of course.) Basically it would be a buffer before the crusader starts taking real damage. ... Perhaps damage reduction bonuses from different sources (Dark Gryphon, Drizzle's "Hail Mary" ability, Greyskull's "Parry" upgrade, etc.) could be additive with each other (pretty sure that currently it's more like they're multiplicative... If you're stacking A and B, the actual overall damage reduction would be A + B - A x B (example: 80% stacked with 40%: 0.8 + 0.4 - 0.8 x 0.4 = 1.2 - 0.32 = 0.88, or 88% damage reduction)) but enforce a cap and then create a talent to put the excess damage reduction to use as an absorb shield. |
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257 Posts |
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- Posted March 6th 2017 at 2:24 AM
snow>Random thought off the top of my head: I think they could look into maybe adding a new type of protection bonus which would be an absorb shield. It's kind of like a health boost, but you wouldn't be able to restore it with healing. (Resets with area transitions, of course.) Basically it would be a buffer before the crusader starts taking real damage.
Littlefoot and Alan have abilities that pretty much do exactly this. |
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46 Posts |
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- Posted March 6th 2017 at 3:13 PM
Muljo StphoI did almost mention the possible comparison to Littlefoot's moments of temporary invulnerability. It is a little different though. My proposal is just one lump sum of damage that can be received that just doesn't count, but once that's used up it remains depleted until you change areas. Littlefoot becomes invulnerable every time a new enemy starts attacking, with the only catch being that the ability stops working for 30 seconds after she's had 30 continuous seconds of invulnerability. Which means that if you were grinding on just one area endlessly her ability could just keep cycling between on and off over and over. She recovers it based on time, not area transition.
I didn't think of Alan. His power is a knockback and a bit of damage, with a minute cooldown between uses, if I recall correctly? (I never really use him and I'm not looking at the wiki at the moment. But I think of abilities like that and the fire attack from Fire Phoenix and the explosions from Fright with the term "retaliation attacks", whole other category separate from protection mechanics. There is some overlap between protection and retaliation on that seat though, like how Fire Phoenix can temporarily boost the max health of the rest of the team when one dies.) Anyway, my proposal would be more of a general purpose game mechanic instead of a specialized move, so if you have a damage reduction buff boosted to crazy levels through gear or if you stack damage reduction from multiple sources there could be a small bonus to make up for exceeding the cap. Dark Gryphon would be an obvious way to see this bonus because of the boost from her gear, but it could happen without her as well. |
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130 Posts |
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- Posted March 12th 2017 at 10:31 AM
AzamagonLast Edited March 12th 2017 at 10:40 AM First - The gear still improves the totem gear (which improves health), so it is never a complete "waste".
Second - Her gear is already nigh overpowered, with crazy good scaling on epic+ quality. When you are dealing with damage reductions, if you do the math wrong, things can go crazy real fast. This is due to dealing with REDUCTIONS. You have to do a lot of conversions to look at how much IMPROVEMENT it actually does. The current cap at 95% is CRAZY as it is! As a reference, most supportive gear follow this numerical trend, from Common up to Golden Legendary: 10/25/50/100/150/200/300%. So, those reference numbers have been applied to Under My Wing, which means you increase the damage reduction from 40% to: 44/50/60/80/95/95/95% (95% due to cap). But how effective is this REALLY, from an IMPROVEMENT point-of-view? Well, Under My Wing gives you at a base an effective health multiplier (EHM) of 1,66x (Due to the formula (1 / 1 - 0,4) With the gear applied the EHM becomes 1,76/2/2,5/5/20/20/20. Divide this by the base 1,66x, and display the boost in percentage, and the actual benefit is 7,14/20/50/200/1100/1100/1100% boost! The scaling is WAY off (a bit too weak in the start, and then crazy good in the end). So, you said: "might want to make a special exception for the way that gear upgrades" If it was supposed to follow the regular boost trend of 10/25/50/100/150/200/300%, then the gear should have, more or less, these values: 15/30/50/75/90/100/112,5% This gives you damage reductions of 46/52/60/70/76/80/85%, which in turn is 11,11/25/50/100/150/200/300% more effective than the base damage reduction. In other words, she'd need quite a huge NERF to remove any "waste" and to make her gear actually scale like other Crusader's gear. A bit off-topc, but still related: There are at least 2 other geartypes with the same flawed math: Regular DR-gear (Thalia's Ring) and any gear that reduces ability cooldown. Funny thing is, you can apply the same numbers to all of them, if you want to follow the base trend. Those numbers would be: 10/20/33/50/60/66/75% TL;DR: She either needs a big nerf on her glaases gear to make the gear have 0 waste and to follow the base gear trends. That, or just leave her as she is, because she already HAS a "spill-over" from her glasses-gear to her totem-gear's health boost. |
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