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Wolfy Minion
Joined: Mon Sep 05, 2011 9:16 am Posts: 2737
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At this point there are enough players that take well over 50 shots at their damage cap to kill them. Seeing as we have several % damaging defensive modules and traps, I would like some for offensive. Nothing large, just like 5% of shield+hull with a 1.5% chance, 3 mods so we have about 5% chance with each hit.
KVTs should nullify the effect, so as to prevent someone just hitting endlessly and killing someone without doing damage, via normal attack.
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Last edited by Wolfy Minion on Sun Apr 07, 2013 8:42 pm, edited 2 times in total.
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Sun Apr 07, 2013 7:06 pm |
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Epicownage
Joined: Thu Oct 13, 2011 8:37 pm Posts: 4415
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Anything that helps with PvPing without going overboard is a +1 from me. PvP is a fundamental aspect of this game, much more than in other games and we have a really good PvP system. We need ways to get more people into doing it, more than just the badge mods so yeah a +1 from me.
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Sun Apr 07, 2013 7:21 pm |
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itsSoulPLayAgain
Joined: Thu Jun 23, 2011 4:30 am Posts: 4230
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you mean some thing like you do your normal damage then theres a chance for a % amount of extra damage? if so then +1 provided that its a little less comon to happen then the gemins , those things have hair triggers some times and i would not want to kill others in just a few clicks.
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Sun Apr 07, 2013 7:44 pm |
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Wolfy Minion
Joined: Mon Sep 05, 2011 9:16 am Posts: 2737
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itsSoulPLayAgain wrote: you mean some thing like you do your normal damage then theres a chance for a % amount of extra damage? if so then +1 provided that its a little less comon to happen then the gemins , those things have hair triggers some times and i would not want to kill others in just a few clicks. yes exactly and ya the % chance for a proc is less, with 3 of them at 1.5% each.
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Sun Apr 07, 2013 7:47 pm |
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Tree7304
Joined: Thu Jun 02, 2011 7:05 am Posts: 2794
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A % of total hull/shield they have left would be fun. Not sure about a % of their max shield/hull
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Sun Apr 07, 2013 8:34 pm |
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Wolfy Minion
Joined: Mon Sep 05, 2011 9:16 am Posts: 2737
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I just want to add one thing to the OP.
A KVT will nullify the effect. I don't want to see someone have 9 KVTs (0 attack) on and still kill someone.
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Sun Apr 07, 2013 8:40 pm |
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Golgotha
Joined: Sun Oct 02, 2011 4:14 am Posts: 541
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This is possibly an item that would weaken ssb and msb more than anything else.
However, i would support its creation, so long as it takes a % of their remaining health, not total health.
I do think that upgrading critical hits to ignore damage caps would be a better idea though (though it would harm me even more than above suggestion!)
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Sun Apr 07, 2013 11:41 pm |
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thunderbolta
Joined: Sat May 07, 2011 11:01 am Posts: 5825 Location: Zolar
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Golgotha wrote: I do think that upgrading critical hits to ignore damage caps would be a better idea though (though it would harm me even more than above suggestion!) Well, you'd still only take 2x your damage cap. It wouldn't harm you all that much.
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Sun Apr 07, 2013 11:43 pm |
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Golgotha
Joined: Sun Oct 02, 2011 4:14 am Posts: 541
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If the cloak/scan discrepancy is as high as it is for most small or medium ship builds, critical hits would be alarmingly common. Taking 6x damage (Using your example of taking double damage cap, and assuming attacker has power sufficient to deal half my damage cap in damage each hit) every second or third hit starts adding up reaaaaly fast. Actually, if a crit did double my damage cap per hit, ignoring normal attack, someone would be able to kill me much faster as a weaponless scanbuffed explorer than a hulking behemoth  I would love to debate these ideas... but it was bad and threadjacky of me to mention it. Sorry fluffy 
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Sun Apr 07, 2013 11:49 pm |
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thunderbolta
Joined: Sat May 07, 2011 11:01 am Posts: 5825 Location: Zolar
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I was assuming that the player could cap on you anyway. You would take at most 2x your damage cap, assuming that crits are 2x. We have real knowledge at all on crits though.
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Sun Apr 07, 2013 11:51 pm |
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Wolfy Minion
Joined: Mon Sep 05, 2011 9:16 am Posts: 2737
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Golgotha wrote: This is possibly an item that would weaken ssb and msb more than anything else.
However, i would support its creation, so long as it takes a % of their remaining health, not total health.
I do think that upgrading critical hits to ignore damage caps would be a better idea though (though it would harm me even more than above suggestion!) My only reservation about this is that it changes rather quickly and causes more lag and problems than the weapon is worth. And yes I realize it hurts the smaller builds more, but the truth is that they only achieve what the bigger ships have with less AP accumulated. They only make the problem more apparent sooner. People should not be able to handle 4-5 ships hitting them with someone spamming. Imagine a legion full of people with 50 shot min to kill them, or 100, eventually 200, 1000 etc. basically I just don't want to see in a year or so exotica under control of one legion because they have enough people online to constantly guard and no one is able to kill them because of the game mechanics basically slow the attackers down to the point that they can't beat them down no matter how many ships are hitting them.
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Mon Apr 08, 2013 2:08 am |
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Chakotay
Joined: Fri May 14, 2010 7:30 pm Posts: 1529
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??? My understanding is Scan buffing increases you crit chances. You mean to hit over their Hit caps?
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Mon Apr 08, 2013 3:09 am |
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failname
Joined: Sun Nov 06, 2011 9:13 am Posts: 1695
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like it, +1 if it takes a % of remaining hull/shield
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Mon Apr 08, 2013 4:34 am |
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Flux
Joined: Wed Dec 19, 2012 1:00 am Posts: 804
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and why not a weapon/module/artifact which would just give a small % chance of critical hit = double-triple damage of the normal damage done? this would NOT refer to total health or remaining health and any lags.
Example: "Targeter" size 10, attack 50, 3% chance of critical hit attack.
EDIT: If you prefer limit of 3 "Targeters", then each would give 1% change of critical hit attack. OR it could be a ability of another set of items from PvP battlegrounds.
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Last edited by Flux on Mon Apr 08, 2013 1:22 pm, edited 1 time in total.
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Mon Apr 08, 2013 12:11 pm |
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Vette
Joined: Thu Jul 14, 2011 6:41 pm Posts: 768
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I'd say +1 if it's remaining hull+shield.
The 4.5% total (across the 3 modules of 1.5% each) would be low enough not to make it the most common, but if it did happen often it wouldn't make the biggest and strongest ships simply fall in 20 shots. I think that's a possible issue because let's say you have a rank 250 vs a rank 2250 ... the rank 250 has these (I don't know what the requirements are since it wasn't mentioned, but let's pretend for now) ... the rank 250 just spams the attack button and would not have nearly as much trouble killing the 2250 as he or she should.
I know what you were saying about guarding exotica because with damage caps and the amount of hull and shield some have it's hard to get people off of Exotica, but what's worse? A very large and long drawn out battle over Exotica? Or people 1/10th the rank of others running around and disabling them just because they have a weapon that can do 5% of max hull+shield? The former sounds like an inconvenience ... the latter sounds like a game break.
As for it causing more lag, to be honest it shouldn't ... unless Dan has some pretty bad servers, it shouldn't be that tough and if it is that tough on Dan's servers then he should update them if he wants to keep his game running.
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Mon Apr 08, 2013 1:12 pm |
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thunderbolta
Joined: Sat May 07, 2011 11:01 am Posts: 5825 Location: Zolar
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Vette wrote: The 4.5% total (across the 3 modules of 1.5% each) Depends on if they trigger individually or together. In theory, if they all trigger seperately there would be a 4.4% chance of them triggering, which whilst an insignificant change, grants the (0.0003375% or 1 in 300,000ish) chance of a triple hit or more likely (0.0225% 1 in 4,444) doubles. Probably also insignificant, but I can imagine people #$&*@ about it when it happens. Anyone ever taken a double hit from Geminis? I'd guess it would work in the same way.
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Mon Apr 08, 2013 4:47 pm |
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Wolfy Minion
Joined: Mon Sep 05, 2011 9:16 am Posts: 2737
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Flux wrote: and why not a weapon/module/artifact which would just give a small % chance of critical hit = double-triple damage of the normal damage done? this would NOT refer to total health or remaining health and any lags.
Example: "Targeter" size 10, attack 50, 3% chance of critical hit attack.
EDIT: If you prefer limit of 3 "Targeters", then each would give 1% change of critical hit attack. OR it could be a ability of another set of items from PvP battlegrounds. Chance of crits are already in the game. they improve with scan. That's why, also they are capped with the current damage cap formulas. Vette wrote: I'd say +1 if it's remaining hull+shield.
The 4.5% total (across the 3 modules of 1.5% each) would be low enough not to make it the most common, but if it did happen often it wouldn't make the biggest and strongest ships simply fall in 20 shots. I think that's a possible issue because let's say you have a rank 250 vs a rank 2250 ... the rank 250 has these (I don't know what the requirements are since it wasn't mentioned, but let's pretend for now) ... the rank 250 just spams the attack button and would not have nearly as much trouble killing the 2250 as he or she should.
I know what you were saying about guarding exotica because with damage caps and the amount of hull and shield some have it's hard to get people off of Exotica, but what's worse? A very large and long drawn out battle over Exotica? Or people 1/10th the rank of others running around and disabling them just because they have a weapon that can do 5% of max hull+shield? The former sounds like an inconvenience ... the latter sounds like a game break.
As for it causing more lag, to be honest it shouldn't ... unless Dan has some pretty bad servers, it shouldn't be that tough and if it is that tough on Dan's servers then he should update them if he wants to keep his game running. I would say around 1200+ would be a good time for people to obtain them since that is about when their hulls will begin to get ridiculous. It could be a mission module that needs to be upgraded by kelethor schematics and when fully upgraded it gains the % chance to do a blast that causes a % damage of total hull+shields. As for the lag, we have HUNDREDS of examples where NPCs take over 100% damage, hell even bases are effected by this, do you remember the last time we took down the dysonian base? We did 1.2M damage over the damage needed. A more relevant case would be the old ways of the base when the combat damage updated with every hit. Do you remember the days when the entire galaxy knew when you were doing a base because it would cause lag for everyone? Imagine that but so much worse, because everytime someone attacked this calculation would need to occur. thunderbolta wrote: Vette wrote: The 4.5% total (across the 3 modules of 1.5% each) Depends on if they trigger individually or together. In theory, if they all trigger seperately there would be a 4.4% chance of them triggering, which whilst an insignificant change, grants the (0.0003375% or 1 in 300,000ish) chance of a triple hit or more likely (0.0225% 1 in 4,444) doubles. Probably also insignificant, but I can imagine people #$&*@ about it when it happens. Anyone ever taken a double hit from Geminis? I'd guess it would work in the same way. umm not sure how you are calculating... 1.015^3= 1.0456785 or 4.57% and it would be like geminis and every other % is calculcated in the game, an individual event not 3 seperate events occurring.
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Mon Apr 08, 2013 7:02 pm |
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1evil1
Joined: Sun Nov 07, 2010 1:41 pm Posts: 12
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+1 on remaining hull + shield
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Mon Apr 08, 2013 8:09 pm |
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thunderbolta
Joined: Sat May 07, 2011 11:01 am Posts: 5825 Location: Zolar
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Littlefluffy wrote: 1.015^3= 1.0456785 or 4.57% and it would be like geminis and every other % is calculcated in the game, an individual event not 3 seperate events occurring. Geminis/This are something of a special case. They're separate weapons, with separate effects. They're not boosting a stat by %, they're giving x chance of y happening. Yes, 1.5%^3 is 4.57%, which if it does boost the chance of it happening (which it might. I've little experience with Geminis) would be the output %, but if they're separate events (which again, I don't know) then it would be 1.44% [1-(0.985^3)] of at least one triggering, 98.5% being the "fail" chance, and having to fail 3 times (^3) to get the desired outcome (no trigger), the chance of which not happening is the remaining % (1-). As for lag, it's a much, MUCH quicker and easier script. Lemme explain: Current Attack Script: 1) Connect to DB 2) Query Data, Receive Array 3) Perform Calculations on Data 4) See if Gemini Triggers 5) Update Calculations with Additional Damage if required 6) Return to database 7) Display Data All it would have to add is another "Gemini" event. As for the bases... the old script was 1) Connect to DB 2) Query Base and Player Data, Receive Array 3) Perform Calculations 4) Check any base traps 5) Update stats with trap effects if required 6) Return to database 7) Query Damager Data, Receive Array8) Display Data Of the first script, 99% of the time taken and lag inducing is done through querying the database. In the second script, it had to query twice. By removing that, it means base attacks cause no more lag than normal attacks. It's far more lag-inducing than this, which is nothing worse than the existing traps etc.
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Mon Apr 08, 2013 8:45 pm |
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Wolfy Minion
Joined: Mon Sep 05, 2011 9:16 am Posts: 2737
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Geminis work as a single event separate from traps. Traps and gemins have gone off at the same time, but like traps the geminis do not trigger with themselves.
As for the lag, I have no idea what we use or much of what you said, and I do not really care to learn comp sci at any level to truly understand at a level enough to counter argue, but from my experience in this game, the servers do not keep up with multiple people hitting. Having these weapons dealing damage based on the opponents current hull+shields while having 4-5 people hitting seems like it would be disastrous, when 40 people hitting a base yields 100k+ damage extra and 2-4 people hitting a NPC requires 105% damage to kill it.
Also, I realize this is an extreme case, since it is rare for that many people to hit someone except from alerts and planets, but that is the only time when this would be an issue.
More importantly the use of remaining hull+shields also makes the formula asymptotic, meaning there is no soft cap to the number of hits, which is really what I am asking for. A way to prevent the number of min shots needed from being so large that it takes 100 people hitting at the same time to kill someone. I am fine with the % values being reduced lower chance of the event occurring and less damage dealt, but there needs to be a cap, soft or hard in which is achievable for people to actually kill someone even while they are online.
I realize people are going to be against this, and it pretty much destroys the whole SSB/MSB but it will eventually be needed maybe not today, maybe not tomorrow but eventually or else, like I said a legion with enough of these base ships can just control exotica forever.
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Mon Apr 08, 2013 10:59 pm |
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