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Hotfix for 1.01 - 05.04.2012
posté April 05, 2012, 10:37:41 | #41

Quote (IcySushi @ 05 April 2012 10:08) *

Quote (stoicPunch @ 04 April 2012 19:41) *
I stll can't get the first point... Does it mean that attack bonus can' t go below 25% or does it mean what it actually says?
if I have 375% bonus the minimum valor I can have is 300%?
You know how the damage done is calculated right? If he has 200% elemental damage and you also have 200% elemental resist. Before the patch, you should completely nullify the elemental damage boost, making him only hit with the base spell damage. Now after the patch, that elemental damage reduce will cap at 75% and he will still hit you for base damage+125% elemental damage. This is of course a nerf to all tanks and especially tank feca rendering them stacking elemental over 75% useless. Peace armor works different so its not the case for peace armor since it reduce the total damage of both base and elemental damage.

EDIT: Based on what troyle comfirmed atleast.
I know How res works, when someone attack the damage is calculated this way:
base spell damage X (bonus atk - enemie bonus res).
What i was wondering is if the definition given in the first point is right and if indeed what the patch did was only to insert a minimum elemental bonus cap of 25%, wich would be different from what is written.

Ankama is really dumb with maths: the Osamodas's agi whip's description says "doubles the summon damage" while it adds +100% elemental bonus, sram's guile is "half damage for every use" while it just gives -50% elemental bonus.

The example that Troyle confirmed was tricky since it has the fact that the enemy's attack would have been gone below 25%, and Troyle is not a Dev.

Maybe they Wrote the first point of the changelog considering only monsters bonus damage, wich usually don't go past 100% easily. Is someone testing ? can't play right now...


posté April 05, 2012, 10:49:35 | #42

Quote (Zhin @ 05 April 2012 10:25) *
To paraphrase:

I take teensy amounts of damage! WAAAAH ;_;


bear in mind this against a regular single mob with mere +70% earth dmg.

havent done test against an str eca/sac/cra/enu/sadi/osa/iop or dungeon boss with better +% earth dmg.


posté April 05, 2012, 11:21:29 | #43
This has some very interesting consequences. I have been placing a lot of points into strength for my earth based tank feca, if I can deal a min of damage+25% to ANY target, it may be better to put points into range, mp or ap and skip damage types all together. Basically giving up on real resistance tanking and concentrating on flexibility. The best form of a block is not being in the way to take the hit in the first place.

Comments ?


posté April 05, 2012, 11:22:35 | #44

Quote (stoicPunch @ 05 April 2012 10:37) *

Quote (IcySushi @ 05 April 2012 10:08) *
I know How res works, when someone attack the damage is calculated this way:
base spell damage X (bonus atk - enemie bonus res).
What i was wondering is if the definition given in the first point is right and if indeed what the patch did was only to insert a minimum elemental bonus cap of 25%, wich would be different from what is written.

Ankama is really dumb with maths: the Osamodas's agi whip's description says "doubles the summon damage" while it adds +100% elemental bonus, sram's guile is "half damage for every use" while it just gives -50% elemental bonus.

The example that Troyle confirmed was tricky since it has the fact that the enemy's attack would have been gone below 25%, and Troyle is not a Dev.

Maybe they Wrote the first point of the changelog considering only monsters bonus damage, wich usually don't go past 100% easily. Is someone testing ? can't play right now...
It didnt insert any minimum cap. They set a hardcap where the reduce wont go higher than 75% just like what Tryole said. jabpat2 also confirmed it with his earth feca. By looking at his test, the resist still reduce the enemies BASE damage even when the elemental damage hits the 75% cap. So going past 75% isnt exactly useless. For a boowolf that got 70% earth damage, going past 170% resist wont yield better result. So having 1337% resist and 170% resist would yield the same result. I guess it would be fair because having mobs hitting you for 1 damage is kinda lol.

EDIT: Facepalm... I still dont get it lol  


This post has been edited by IcySushi - April 05, 2012, 11:26:40.
posté April 05, 2012, 11:44:47 | #45
I see the point in not being able to take just 1 dmg. But the fault is of Ankama. In a mob group, most of them are in the same family and deal the same elemental dmg. So ofc an Earth Feca will be fighting Earth element mobs. He might take 1 dmg from an earth attack, but he won't take 1 dmg from fire, air or water type damage.

This change just makes things a lot more confusing. When should one stop looking for resists on gear? Do I have to change my gear each time I fight a different enemy? Do I need 5 sets of equipment with me, with my already limited bag space?

Overall not a very thought-out update.

I see the point, it's just poorly executed.


posté April 05, 2012, 11:46:00 | #46
Nothing Ankama releases, seems thought out. Or balanced. Or bugless...


posté April 05, 2012, 11:56:31 | #47

Quote (Rattexx @ 05 April 2012 11:21) *
This has some very interesting consequences. I have been placing a lot of points into strength for my earth based tank feca, if I can deal a min of damage+25% to ANY target, it may be better to put points into range, mp or ap and skip damage types all together. Basically giving up on real resistance tanking and concentrating on flexibility. The best form of a block is not being in the way to take the hit in the first place.

Comments ?

Totally agree that there's bigger/interesting consequences due to this patch.

i've built my feca based on the idea to be in front line, tanking them while debuff and slowly chipping their hp with hammers

i think the patch hit hardest to similar build as mine, since at this moment we dont have option (yet?) to alternate the stats/skill points invested to be more "flexible"


ps : suddenly putting points in +block seems interesting.


posté April 05, 2012, 12:12:34 | #48
good job again !! keep up the good work !


posté April 05, 2012, 12:36:26 | #49
nicely done and still with no cra nerf....why do u have 12 jobs later to be 14 when a cra can OPed anything? feel sorry for air sac n feca...if this keep up then u'll b seein the whole town will b filled with cras..no need for other jobs LOL xD


posté April 05, 2012, 12:44:59 | #50

Quote (IcySushi @ 05 April 2012 11:22) *

Quote (stoicPunch @ 05 April 2012 10:37) *

Quote (IcySushi @ 05 April 2012 10:08) *
I know How res works, when someone attack the damage is calculated this way:
base spell damage X (bonus atk - enemie bonus res).
What i was wondering is if the definition given in the first point is right and if indeed what the patch did was only to insert a minimum elemental bonus cap of 25%, wich would be different from what is written.

Ankama is really dumb with maths: the Osamodas's agi whip's description says "doubles the summon damage" while it adds +100% elemental bonus, sram's guile is "half damage for every use" while it just gives -50% elemental bonus.

The example that Troyle confirmed was tricky since it has the fact that the enemy's attack would have been gone below 25%, and Troyle is not a Dev.

Maybe they Wrote the first point of the changelog considering only monsters bonus damage, wich usually don't go past 100% easily. Is someone testing ? can't play right now...
It didnt insert any minimum cap. They set a hardcap where the reduce wont go higher than 75% just like what Tryole said. jabpat2 also confirmed it with his earth feca. By looking at his test, the resist still reduce the enemies BASE damage even when the elemental damage hits the 75% cap. So going past 75% isnt exactly useless. For a boowolf that got 70% earth damage, going past 170% resist wont yield better result. So having 1337% resist and 170% resist would yield the same result. I guess it would be fair because having mobs hitting you for 1 damage is kinda lol.

EDIT: Facepalm... I still dont get it lol
Doh! I was hoping so hard that "elemental damage" was indeed the base damage of weapon or spells and not the elemental BONUS damage as your explanation suggested... I'll make some test soon!


posté April 05, 2012, 12:46:37 | #51
I don't think people know what a "hotfix" is. It's for small, minor changes (primarily bugfixes - hence the "fix" part of "hotfix") that can be quickly added to the game, not major re-evalutaions of an entire class and a detailed careful rebalancing of all their spells. That sort of thing is for the major patches, not quick-and-dirty bugfixes.

As for the Precision bug not being fixed, it's most likely because they simply haven't found the problem yet. Knowing that a bug exists and knowing which of the six hundred million bytes of game code need to be changed to fix that bug are not the same thing.


posté April 05, 2012, 12:51:33 | #52

Quote (Schmendrick @ 05 April 2012 12:46) *
I don't think people know what a "hotfix" is. It's for small, minor changes (primarily bugfixes - hence the "fix" part of "hotfix") that can be quickly added to the game, not major re-evalutaions of an entire class and a detailed careful rebalancing of all their spells. That sort of thing is for the major patches, not quick-and-dirty bugfixes.

As for the Precision bug not being fixed, it's most likely because they simply haven't found the problem yet. Knowing that a bug exists and knowing which of the six hundred million bytes of game code need to be changed to fix that bug are not the same thing.

True that...lets just hope that they'll fix n balanced things around like reaaaaaaaaaal soon..


posté April 05, 2012, 12:53:12 | #53

Quote (Schmendrick @ 05 April 2012 12:46) *
I don't think people know what a "hotfix" is. It's for small, minor changes (primarily bugfixes - hence the "fix" part of "hotfix") that can be quickly added to the game, not major re-evalutaions of an entire class and a detailed careful rebalancing of all their spells. That sort of thing is for the major patches, not quick-and-dirty bugfixes.

As for the Precision bug not being fixed, it's most likely because they simply haven't found the problem yet. Knowing that a bug exists and knowing which of the six hundred million bytes of game code need to be changed to fix that bug are not the same thing.
I dont want rebalancing, i want FIXES.
Most classes are still completely bugged...(or at least most spells)


posté April 05, 2012, 15:33:00 | #54
Looks like ankama completely ignore their users. Where are the fixes? Can you even give an answer abouts bugs which still unfixed?!


posté April 05, 2012, 16:45:30 | #55
Looks like this patch re-introduced the Snaptrap bug. Everytime a snapper enters the water it loops back and forth and the game bugs out. I believe this was fixed already...well, it's back.


posté April 05, 2012, 19:30:35 | #56

Quote (Schmendrick @ 05 April 2012 12:46) *
As for the Precision bug not being fixed, it's most likely because they simply haven't found the problem yet. Knowing that a bug exists and knowing which of the six hundred million bytes of game code need to be changed to fix that bug are not the same thing.
Do you know any mmorpg, which has so many bugs to make it half-playable? I don't, excluding that one. Don't think it's because of million hundred lvl difficulty.


posté April 06, 2012, 02:58:21 | #57
Elemental damages can no longer be reduced by more than 75%.

Stupid change ever, u ankma employees must stop listen the whinny community and think by yourselves as like devs on dofus doing their good jobs. This game is ridiculous and i keep playing cuz i had high hopes, but take 8 or years to make a lil piece of nothing like this game is just lazyness.

I am full str (247) lvl 100 panda, also i have a skill that gives 50% resist for every hit for 4ap, i made this char more for resist than for dmg, if i was to pure dmg i could get more AP which would help alot on utility and dmg. I am hitted by the same dmg with 250% resist as sum1 with 150% on boowolves.

OKay, u lazy ankama employees wanna make the system break with new patch... good... but give my points back so i can spend in AP, since when i spent on str it was good to get, i can have 150% resist without a single point in str.


posté April 06, 2012, 03:23:35 | #58

Quote (AshalindWolf @ 05 April 2012 16:45) *
Looks like this patch re-introduced the Snaptrap bug. Everytime a snapper enters the water it loops back and forth and the game bugs out. I believe this was fixed already...well, it's back.
This has never been fixed; it's just really random if it happens or not. I've heard of it happening to someone after almost every single patch, and the one time I think it was marked as fixed in a patch it didn't actually fix it.


posté April 06, 2012, 04:05:27 | #59
Also, remove the lvl exp cap, i mean lvl 100 cannot solo lvl 300 wereboo or so, dont get exp. Right now the most effective way to get spells lvl is to put everything in Wisdom and leech on wild gobs... Once i saw a lvl 190 or so marqueraider soloing a boo boss or so in dofus and he got a whole lot of exp... whats the point so in having a good char capable of soloing here if u get much more exp full wis simple leeching in wild gobs?


posté April 06, 2012, 10:22:03 | #60
@stoicPunch: Okey i think i get it now. The BASE damage has the hardcap of being reduced to only 25% damamge while all the BONUS damage is completely negateable. That explains as for why jabpat2 is still hit for 20 damage and not 1 despite the bonus elemental boost being under 75% and if according to my theory should negate the attack and hit him for 1 and still have a extra 5% resist not used up. So you were right all along~~
Btw your math is a little wrong. Its Total damage = Base damage + Bonus damage - Resist)
Or like this: Total damage = Base damamge (Base multiplier + Bonus multiplier - Resist multiplier)
Base multiplier will always be 1
Bonus mulitplier is Bonus damage/100
Resist multiplier is Total of a element resist/100
After patch those multipliers can not go lower than 0.25 after addition and subtrraction. Any numbers decreasing that value further than 0.25 is ignored.

So in conclusion to all resist stackers:
Resist has now a cap on BASE damage, and that number being 75%. Meaning no matter the resist, the enemy's base damage without the BONUS damage will ALWAYS hit you fora minimum of 25% damage. BONUS damage should still be completely negateable.

Example:
Boss: 100 base damage 0% boost
You: 75% resist
Result: You get hit for 25 damage
Example 2:
Boss: 100 base damage 0% boost
You: 225% resist
Result: You get hit for 25 damage
Example 3:
Boss: 100 base damage 100% boost
You: 300% resist
Result: You get hit for 25 damage
Last example:
Boss: 100 base damage 100% boost
You: 75% resist
Result: You get hit for 125 damage.


This post has been edited by IcySushi - April 06, 2012, 10:36:45.