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#Unnumbered - [Buff/Nerf] Rebalance/Reduce To-Hit Modifiers

 
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Vanoi
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PostPosted: Tue Oct 22, 2013 10:23 pm    Post subject: #Unnumbered - [Buff/Nerf] Rebalance/Reduce To-Hit Modifiers Reply with quote

Basicly I want to reduce anything that modifies To-hit by 2/3 and even then I'd do some more "balancing" so there aren't certains modifiers that just throws the To-hit scale off the charts.
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khaibar
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PostPosted: Wed Oct 23, 2013 2:54 am    Post subject: Reply with quote

I'd be careful with any pvp related issues.

Ao1 caused a lot of rage quits due to the -1 to be hit given to commanders. When it was added, and when it was changed to 1 dodge.

Modifying mods or commands that affect to-hit (positive and negative) in the same way may not leave much of a difference for them, but don't forget the natural chance.

if EAing/WMing only turns a Guaranteed into a below average... expect a lot of [mama dog]ing
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Dark Leth
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PostPosted: Wed Oct 23, 2013 6:52 am    Post subject: Reply with quote

khaibar wrote:
I'd be careful with any pvp related issues.

Ao1 caused a lot of rage quits due to the -1 to be hit given to commanders. When it was added, and when it was changed to 1 dodge.

Modifying mods or commands that affect to-hit (positive and negative) in the same way may not leave much of a difference for them, but don't forget the natural chance.

if EAing/WMing only turns a Guaranteed into a below average... expect a lot of [mama dog]ing


Yeah, should be careful BUT I suggest we try it out for a small period of time. We can always roll the change back if not well received.
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Vanoi
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PostPosted: Wed Oct 23, 2013 12:33 pm    Post subject: Reply with quote

My reasoning for this is that it literally takes 1-3 modifiers to destroy the scale in either direction... it causes a highly erratic to-hit system.
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corclaork
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PostPosted: Wed Oct 23, 2013 12:38 pm    Post subject: Reply with quote

support. a reduction across the board is a step towards a more simplified to-hit system. as another point to think on though you could base the bonus's given (both the positive and the negative) on how large their reach is. IE the stuff that gives quad wide stuff is much less than the individual stuff. with the current system tracking stations give a huge 3 level bonus to all faction units in the same quad, which despite being unable to move isn't capped and is one of the largest single sources of to hit with no drawbacks.

cor
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Walterohdim
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PostPosted: Wed Oct 23, 2013 1:28 pm    Post subject: Reply with quote

What about instead of an across the board cut making it a weighted average of the modifier instead?


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Vanoi
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PostPosted: Wed Oct 23, 2013 3:14 pm    Post subject: Reply with quote

The formula you email me would be just the same as what I suggested only worded differently.

Unless there's a more logical suggestion this is what I purpose.
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Vanoi
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PostPosted: Sun Jan 19, 2014 3:46 pm    Post subject: Reply with quote

http://sourceforge.net/u/vanoi/dropshock/ci/cccd327ed49a0bb9b8eca0525db4653107215266/

That would be the first step I guess, global reduction has not been done yet except for the 2 Extreme cases of the SAM and SSM

All Default mechanics have been severely reduced, dodge has been completely removed changed to to-be-hit.

Text has been reworded from to-be-hit to dodge...

The Base level of To-hit has been decreased and movement's effects has been decreased.

I'll get to a full report once I'm done with the reductions.
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RoseThorn
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PostPosted: Tue Jan 21, 2014 6:45 am    Post subject: Reply with quote

I've already spoken to Vanoi about this and he knows I am on board.

I support, however it should be stated on the update page that this is a trial, and if it is wholeheartedly disliked it will be reverted back to the original code.

~Rose
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