September 23 2008 4:36 PM EDT
Increased evasion bonus per round by 20%.
Increased SoC damage dealt by 50%.
Increased BNE damage about 2%.
Decreased SG damage by 5%.
September 23 2008 4:37 PM EDT
First reply, wewt!
September 23 2008 4:45 PM EDT
That SoC change is huge.
nerfed evasion too hard ey?
/me crosses his fingers for more large changes
September 23 2008 5:07 PM EDT
"Increased UC-based evasion back to its previous level."
September 23 2008 5:12 PM EDT
/me wonders why anything would be tweaked only 2%
Anyone noticing any difference in wins with any of the changes btw?
That the Ranged Round bonuses to Evasion? So there's no change to Evasion in Melee?
5% sg change does make a difference for me at times.
September 23 2008 5:23 PM EDT
> So there's no change to Evasion in Melee?
September 23 2008 5:27 PM EDT
Oh No, SG is nerfed :(
What spell i need to use now? :(
September 23 2008 5:29 PM EDT
Is the evasion bonus multiplicative? As in the 2.00 bonus in first round is now a 2.40 bonus?
woot for more change month goodness!
September 23 2008 5:43 PM EDT
> the 2.00 bonus in first round is now a 2.40 bonus?
Haha I almost thought that every one of those started with "Increased" I was about to flip about the increased SG damage.
Is 5% reduction in damage doing well for people? 5% seems like it's not very much, but I don't really have much of a before/after on my fightlist to compare to. It may be a perfect balance.
And thank you for making the SoC cool. I'm still not going to use it in my strat, but it is really cool now.
Oh, and does SoC absorption/backlash junction onto Kano-san? I seem to remember something about it not working initially.
"Decreased SG damage by 5%."
Base damage, or total damage (including the 1% per base AC bonus)?
If the former, perhaps a slightly larger decrease would be in order (I wouldn't know personally, but it seems like 5% might not be enough based on the amount of complaining that's been going on). If the latter, perhaps a change to the former might be in order? It would keep the purpose of SG if its base damage is increased while maintaining its powerful ability.
I'm curious; does anybody (or Jon, if you're willing to answer) know (approximately) the break-even point in AC against a single target for SG and CoC?
After thinking about it, my question doesn't really make too much sense, since lowering the base damage by 5% lowers the bonus damage by 5%, as well. :P
Anyways, perhaps a decrease to the base damage (another 5%-10%?) while increasing the bonus damage (1.25% per base AC?) would keep its anti-wall function without making it too powerful against *everything*.
Man, I wish I had some numbers to look at. :P
"Increased SoC damage dealt by 50%. "
Wheeeee! I got my first hit over a million since the damage nerf
You do a mil physical damage? OMG H4X!
September 24 2008 1:30 AM EDT
"Evasion that isn't matched by DX is now 60% effective (was, briefly, 2/3)."
So is this now 80%?
"Evasion bonus during ranged rounds increased from 10% per round to 20%"
So is this now 40%?
September 24 2008 3:05 AM EDT
>So is this now 80%?
Normal evasion didn't change
>So is this now 40%?
Only the ranged bonus.
Nope, multiplicative not additive.
2*1.2 = x2.4 the first round
1.2*1.2 = x1.44 last round of bonus
It ends up being .24 per round, but the difference between the last round of ranged and melee is much larger.
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