Author Topic: Upcoming "Revival" patch  (Read 49884 times)

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Offline Switchtense

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Re: Upcoming "Revival" patch
« Reply #645 on: October 19, 2014, 04:34:27 pm »
0
No, today has been tomorrow and will become yesterday, if you do not define these terms on the basis of now, there is no justification for using 'is' as it indicates a current state of being.

But today is the tomorrow of yesterday. It also is the yesterday of tomorrow. Just because it is not tomorrow yet, does not mean that today is not tomorrow's yesterday yet.
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Offline Bittersteel

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Re: Upcoming "Revival" patch
« Reply #646 on: October 19, 2014, 04:34:44 pm »
+2
What the fuck are you guys talking about

Offline Switchtense

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Re: Upcoming "Revival" patch
« Reply #647 on: October 19, 2014, 04:41:13 pm »
0
What the fuck are you guys talking about

Time, which, looking at the conversation, I seem to have too much of.
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Offline Teeth

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Re: Upcoming "Revival" patch
« Reply #648 on: October 19, 2014, 04:48:03 pm »
0
But today is the tomorrow of yesterday. It also is the yesterday of tomorrow. Just because it is not tomorrow yet, does not mean that today is not tomorrow's yesterday yet.
That doesn't disagree with my point that 'the day before tomorrow' exclusively means today.

Had to get the thread back on topic...
This went well.



On-topic

Is anyone like Tydeus or San able to say more about relevant changes when it comes to making builds, most specifically the expanded role of IF?

Offline Simon_Templar

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Re: Upcoming "Revival" patch
« Reply #649 on: October 19, 2014, 04:53:01 pm »
0

Offline Rico

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Re: Upcoming "Revival" patch
« Reply #650 on: October 19, 2014, 05:02:26 pm »
+1
Is anyone like Tydeus or San able to say more about relevant changes when it comes to making builds, most specifically the expanded role of IF?

The new maximum armor weight without penalty is given by Head*2+Legs+Body+Hands*6<=6

If you have 4 IF, it becomes <=8
If you have 5 IF, it becomes <=10
If you have 6 IF, it becomes <=12
If you have 7 IF, it becomes <=14
...

If you exceed the maximum armor weight a bit, it is not that bad. If you exceed it by a lot, your wpf penalty will grow exponentially.
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Offline Tydeus

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Re: Upcoming "Revival" patch
« Reply #651 on: October 19, 2014, 05:03:05 pm »
+1
Without going back into mechanics, which you can actually visually see from this calculator and this post, the main thing I'd say, is that the armor you choose to wear is now more closely related to the way specific builds play. Some builds, while they'll have the str requirement to use plate or similar high tier armor for example, should never seriously attempt to do so. On the other hand, High IF builds have much less to worry about when it comes to armor weight. Thus they should more easily be able to combine high armor with their high IF.

The new maximum armor weight without penalty is given by (Head*2+Legs+Body+Hands*6) - (whichever is highest: 6 or IF*2 or Str/3) 
« Last Edit: October 19, 2014, 05:06:39 pm by Tydeus »
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Offline Huscarlton_Banks

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Re: Upcoming "Revival" patch
« Reply #652 on: October 19, 2014, 05:03:58 pm »
+2
You can probably figure most of it out using the updated damage calculator, but here's an extreme example.

With something like (head armor weight * 2) + (body armor weight) + (glove armor weight * 6) + (foot armor) = ~40

30 STR, 10 IF, 139 WPF: 27 WPF penalty, 112 effective WPF
18 STR, 0 IF, 170 WPF: 59 WPF penalty, 111 effective WPF

Offline Rico

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Re: Upcoming "Revival" patch
« Reply #653 on: October 19, 2014, 05:11:50 pm »
0
The new maximum surplus armor weight without causing a penalty is given by (Head*2+Legs+Body+Hands*6) - (whichever is highest: 6 or IF*2 or Str/3+1

ftfy huehue

but yes, the important part is the addition that max(STR/3+1, IF*2, 6) is the maximum weight without penalty

>another edit! tfw you deal with these things or at least the people who deal with these things and still have troubles getting it sorted XD
« Last Edit: October 19, 2014, 05:23:59 pm by Panuru »
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Offline Radament

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Re: Upcoming "Revival" patch
« Reply #654 on: October 19, 2014, 05:14:32 pm »
+3
I post from the past, future and present.

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Offline Jack1

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Re: Upcoming "Revival" patch
« Reply #655 on: October 19, 2014, 05:17:11 pm »
+1
Does the weight include weapons or just body/hand/head/leg armor?
We're all nerds here, so it doesn't really matter.

Offline Rico

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Re: Upcoming "Revival" patch
« Reply #656 on: October 19, 2014, 05:19:44 pm »
0
Does the weight include weapons or just body/hand/head/leg armor?
only the ones you listed, with head multiplied by 2 and hands multiplied by 6
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Re: Upcoming "Revival" patch
« Reply #657 on: October 19, 2014, 05:22:07 pm »
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Also, I've made a mistake. It was str/3 +1.

Offline Jack1

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Re: Upcoming "Revival" patch
« Reply #658 on: October 19, 2014, 05:29:10 pm »
0
One other question: if you have requirements for say 18 out of 20 weight vs 10 out of 20 weight is there a difference between the reduction or is it one flat amount?
We're all nerds here, so it doesn't really matter.

Offline Rico

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Re: Upcoming "Revival" patch
« Reply #659 on: October 19, 2014, 05:34:20 pm »
+1
The whole thing again, hopefully easier to understand this time:

Before the patch, your wpf had been reduced due to armor penalty when your effective armor weight exceeded 10.
Code: [Select]
Effective armor weight = body armor weight + leg armor weight + hand armor weight*4 + head armor weight*2
This has been changed now. The formula is different:
Code: [Select]
Effective armor weight = body armor weight + leg armor weight + hand armor weight*6 + head armor weight*2
In addition, the penalty doesn't start at 10 now. After the patch, the penalty will start at the highest value among:
  • 6
  • Your (STR divided by 3) +1
  • Your IF multiplied by 2

One other question: if you have requirements for say 18 out of 20 weight vs 10 out of 20 weight is there a difference between the reduction or is it one flat amount?
The difference grows exponentially the more you exceed the boundary given by your build.
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