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Post by psychlon on Oct 8, 2014 11:44:29 GMT -5
So based on the discussion in regarding the lvl 8 sniper 1-2 shotting lvl 25+ in iron banner... I did some testing on PvE mobs. Not sure to test this currently in PvP but that can come later.
My understanding was that the higher my damage, the more damage I make on a mob and the higher my level, the higher my damage due to lower resist/ armor of the mob. So I took a lvl 15 character to the cosmondrome, went to that little cave you sometimes have to survey the area (up the wing of the plane in the area to the left when you land) because as it seems... if you walk out of the cave and walk another 10-15m to the right, mobs respawn instantly.
Here is the damage I did with a 161/179 lvl 14 rare pistol.
Enemy/ lvl/ body (grey)/ head (yellow)
Darg/ lvl 2/ 165/ 493 (102,48% / 306,21% ) Darg/ lvl 3/ 176/ 527 (109,32% = not applicable/ 327,33% = not applicable) Darg/ lvl 5/ 202/ 604 (125,47% = 16,15% more/ 375,16% = 47,83% more) Darg/ lvl 7/ 231/ 691 (143,48% = 18,01% more/ 429,19% = 54,03% more)
Shank/ lvl7/ 231
Captain/ lvl 7/ 231 (with and without shield)/ 551 (with shield) and 691 (without shield)
In the process I had a lvl up to 16 and I upgraded the pistol from 161 to 169. Neither seemed to do any change on above numbers. I also realised that I couldn't get a headshot on the Captain on the first shot, I had to shoot him a second time and got the above 551 while his shield was still up.
I then tried a rifle first with 152 white damage.
Darg/ lvl 7/ /1624
Captain/ lvl 7/ 325/ 424 with shield/ 1624 without shield
I could not OSK the Captain
I then tried another rifle (132 with Arc damage) and I would OSK him on the first shot.
Darg/ lvl 7/275/ 1327
Captain/ lvl 7/275 (no shield) 425 (with shield)/ 922 (with shield)/ 1372 (no shield)
I repeated all numbers around 30 times, no variation.
Conclusion:
- Your level does not affect damage (I will check higher lvl versions of these over the next days and update accordingly) - Mob Level does affect damage received (which surprisingly seems to become more, the higher the lvl of the mob) - Shield does not affect body damage received (strange as well... it seems to me that it should prevent some damage) - Shield seems to affect that I can't get the head multiplier on the first shot (143% of weapon damage) with a gun and on the second shot (342% of weapon damage) it does reduce the amount of damage taken without a shield (429% of weapon damage) - Shield seems to affect that I can't OSK with a sniper rifle (just white damage) while still getting a small multiplier of 30% more vs. a bodyshot. - Shield does affect if I shoot with the right damage type on a sniper rifle (55% more damage on bodyshot) and I could OSK the mob due to the fact that I got the head and the damage multiplier on the first shot resulting in 335% more damage than a regular shot.
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Post by mannon on Oct 8, 2014 12:51:21 GMT -5
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Post by mannon on Oct 8, 2014 16:52:45 GMT -5
I think you have some hasty conclusions. Based on research I have read here and elsewhere I believe all of these results can be explained via a few simple mechanics. Shields: Shields seem to function as extra health with an elemental weakness, and the shield it-self does not take crit damage. That means if you headshot an enemy with a shield but don't break the shield you will do the same damage vs a body shot unless you're using the correct element. If you use the matching element then you will do bonus damage to the shield. However, extra damage does bleed through. So if you fire a shot that does more than enough damage to break the shield and hit a crit point like a headshot then the crit multiplier will be applied to the remaining damage. This is why you can 1HK enemies with shields if you do enough damage. (Note I have no data on what happens if you are using the correct element, hit a critical spot, and do enough damage to break the shield, but I assume that the elemental bonus is NOT applied to the remaining damage vs the critical spot. If it did work that way then almost but not breaking a shield then hitting it with a large elemental attack in a crit could get double multipliers for nearly all the damage, and that would just be redonculous... heh) Crits: Each class of weapons have a different crit multiplier. I think sniper rifles have the highest with something like 5X. You can find those listed elsewhere. As stated above a shield only prevents crits if the entire attack is absorbed by the shield. Any remaining damage beyond shield health will crit. Level: The level of both the player and the enemy will matter. All of the enemies in your testing were below your level. It is known that damage is reduced vs enemies well below your level, but this may be fixed based on purely enemy level or may be relative to the level difference. I'm not sure. This is why damage seemed to increase on higher level enemies. For enemies above your level you will see damage reduced much more drastically, however. And this effect is known to be tied to the disparity between enemy and character level. Just a few levels above you and you'll get the notorious [ ] over their head and they will be completely immune to you. If you see "Immune" when you shoot them they are literally taking zero damage. (On the other hand if you see "Resist" it's been my experience that they are still taking damage, it just has been reduced. If they have a shield switching to the shield's element can counter this.) It should be noted that certain stats also seem to have a stronger or weaker effect vs other stats based on the level disparity between the player's character and the AI mob. But I don't remember exactly which direction it went. I believe that Attack is more important vs higher level mobs and less vs lower level mobs, but I can't really say for sure.
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Post by psychlon on Oct 9, 2014 4:55:38 GMT -5
I think you have some hasty conclusions. Based on research I have read here and elsewhere I believe all of these results can be explained via a few simple mechanics. Shields: Shields seem to function as extra health with an elemental weakness, and the shield it-self does not take crit damage. That means if you headshot an enemy with a shield but don't break the shield you will do the same damage vs a body shot unless you're using the correct element. If you use the matching element then you will do bonus damage to the shield. However, extra damage does bleed through. So if you fire a shot that does more than enough damage to break the shield and hit a crit point like a headshot then the crit multiplier will be applied to the remaining damage. This is why you can 1HK enemies with shields if you do enough damage. (Note I have no data on what happens if you are using the correct element, hit a critical spot, and do enough damage to break the shield, but I assume that the elemental bonus is NOT applied to the remaining damage vs the critical spot. If it did work that way then almost but not breaking a shield then hitting it with a large elemental attack in a crit could get double multipliers for nearly all the damage, and that would just be redonculous... heh) Crits: Each class of weapons have a different crit multiplier. I think sniper rifles have the highest with something like 5X. You can find those listed elsewhere. As stated above a shield only prevents crits if the entire attack is absorbed by the shield. Any remaining damage beyond shield health will crit. Level: The level of both the player and the enemy will matter. All of the enemies in your testing were below your level. It is known that damage is reduced vs enemies well below your level, but this may be fixed based on purely enemy level or may be relative to the level difference. I'm not sure. This is why damage seemed to increase on higher level enemies. For enemies above your level you will see damage reduced much more drastically, however. And this effect is known to be tied to the disparity between enemy and character level. Just a few levels above you and you'll get the notorious [ ] over their head and they will be completely immune to you. If you see "Immune" when you shoot them they are literally taking zero damage. (On the other hand if you see "Resist" it's been my experience that they are still taking damage, it just has been reduced. If they have a shield switching to the shield's element can counter this.) It should be noted that certain stats also seem to have a stronger or weaker effect vs other stats based on the level disparity between the player's character and the AI mob. But I don't remember exactly which direction it went. I believe that Attack is more important vs higher level mobs and less vs lower level mobs, but I can't really say for sure. Shields: Elemental damage is only applied as long as the shield is still up when you hit the enemy but you seem to do less damage than a regular crit (without active shield). So coming back to the PvP... is our shield a kinetic shield and does a damage multiplier apply because of it? Crits: I need to do some testing with a gun and sniper rifle with the same damage. Clear on the other stuff, which also explains why I never could get a crit with the regular gun as it wasn't doing enough damage to take the shield off on the first shot. It seems the shield was reducing the regular crit by about 25% Level: I found out about that later, so I'll do some more testing on a lvl 20 character. I just like to understand based on numbers when what case is applied which shouldn't be too hard to do, considering that the only thing to do is finding the same mob across different levels from 2-20. It seems different formulars are used based on your level and the other level but it's not continuously but it seems in brackets instead. Defense: this is the other thing I found rather puzzling. Considering that I shot like 4 different kind of mobs with the same level and each had the exact same damage numbers coming up. It seemed that neither of the has any Defense applied and the only difference really was the amount of health?! Damage: I also didn't quite understand how my weapon can do 9 dmg more, yet I do the exact same damage on the mob.. no difference. Stats: all I read from your link was that certain stats change over your leveling experience. While stat x is more important on lower levels, stat y becomes more important in later levels. It would be really helpful if you could unhide some percentage based numbers, just to check for exampe how much a shot takes off your shield rather than guessing. I found there was literally nothing in additional informations on screen which could be adjusted in any way.
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Post by iw5000 on Oct 9, 2014 9:12:43 GMT -5
I had a question here.
I was digging around into what gun is better. My "Legendary" Hex Castor Arc. Extreme RoF, lowest possible impact. Versus the "Rare" Gallahad-E, which has lower RoF, and a higher impact.
I tested both guns out. Used my level 28 character. Tested RoF. Also tested the damage on a lower level Dreg (lv 4)
Gallahad-E.....242 damage. 30 clip. RoF = 430 RpM....damage on a Lv 4 dreg was 37/110 Hex Cator......267 damage. 84 clip. Rof = 860 RpM....damage on a lv 4 dreg was 19/55
WTF? What good is the higher 267 with the Hex? One does the math here, there really isn't much difference in actual damage output. At least on lower level enemies. The Hex is unloading around 14 bullets per second (versus the Gallahad's 7) but doing about half the damage(19 vs 37). So in reality, the Legendary Hex isn't really doing anything more beneficial for me on a stock gun vs stock gun comparison. If anything, it might be worse as if I want to do the same amount of damage in three seconds as the Gallahad does, I need to hit all my bullets with the Hex, and that's harder to do at 860 RpM.
The only real perceivable advantage the legendaries seem to have over Rare/Uncommon guns is that they are upgradeable. IF you can upgrade the gun, you get some other quirky benefits. Like the Hex has 'always on' radar. You can increase the clip size from 64 to 84. Another perk gives better recoil if you hold down the trigger. That type of stuff.
Is that the real purpose of Legendaries? And the damage number (120, 187, 244, 267, 300, etc...) is some internal number that means nothing?
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n1gh7
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Post by n1gh7 on Oct 9, 2014 9:56:59 GMT -5
Impact sets your base damage output. The damage number (120, 187, 244, 267, 300, etc...) then is some variable in the equation for figuring out what percentage of that base damage you do. (With the level differential between you and the enemy and the defense rating of the enemy being variables in this equation.) My guess is that the damage number matters more the closer your enemies level is to yours, and the more different your enemies levels are to yours, the less it matters.
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Post by iw5000 on Oct 9, 2014 10:13:31 GMT -5
Impact sets your base damage output. The damage number (120, 187, 244, 267, 300, etc...) then is some variable in the equation for figuring out what percentage of that base damage you do. (With the level differential between you and the enemy and the defense rating of the enemy being variables in this equation.) My guess is that the damage number matters more the closer your enemies level is to yours, and the more different your enemies levels are to yours, the less it matters. I sort of get that. I have read from other people that there is a reversion to the middle going on. If your level is underneath an enemy AI, your character does less damage. Two levels below (22 vs 24), you do 50% less. Three levels, maybe 66%. Four levels, maybe 75%. Get to some point below (Lv 4 vs Lv 18), you can't even hurt them. And from the other direction, if you are much higher (Lv 10, or Lv 28 ) shooting a Lv 4 enemy, ....there is a damage dropoff to equalize various levels of people playing together. Here's something else I did with my test. I used a Level 10 character, using a Full Auto with a a damage of 67. Compare him to the Level 28 character using the Gallahad, which is damage 242. Lv 28 + Gallahad 242.................damage of 37/110 on a Lv 4 Dreg Lv 10 + Common AR 67.............damage of 15/44 on a Lv 4 Dreg So the higher level guy is doing more damage. But is it due to the weapon? Or his level? But then when I signed out of the above lobby, and took my Level 28 character in the same mission, but now on a harder Lv 20 story mode, my character was doing this: Lv 28 + Gallahad 242.............damage of 92/247
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mannon
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Post by mannon on Oct 9, 2014 12:41:19 GMT -5
If you want to test weapon vs weapon I'd recommend you find enemies as close to your character level as possible to test on and remove all other variables.
As for testing the level thing give the common AR used by your level 10 to the level 28 character and go shoot that lv 4 Dreg again. Might tell us something.
If you have different gear to equip you might also experiment with changing your level by altering your total light. Maybe even grab some cheap armor to drop you back down to 20 just for testing, and see if that changes things any.
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Post by n1gh7 on Oct 9, 2014 12:46:10 GMT -5
As soon as I can, I'll test this. I have 2 ARs that are completely identical except for damage. That should tell us how much of an effect the damage number has.
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Post by mannon on Oct 9, 2014 12:56:13 GMT -5
By damage do you mean Impact or Attack? Please test vs a range of enemy levels as well.
Starting to think I should save up some low level weapons for testing purposes. I turned most of them into Glimmer so far. ;3
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Post by n1gh7 on Oct 9, 2014 13:05:07 GMT -5
I mean attack.To keep consistent I'll say "attack" from now on for that number that's attached to the gun and "damage" to mean how may hit points we are taking away when we shoot an enemy.
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Post by TheHawkNY on Oct 9, 2014 13:05:38 GMT -5
If people are going to be doing testing, rather than typing unformatted results here, someone should create a Google Spreadsheet for the data. This would make it more readable, and create an template for others to use so that the data can be easily aggregated.
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Post by iw5000 on Oct 9, 2014 13:06:04 GMT -5
If you want to test weapon vs weapon I'd recommend you find enemies as close to your character level as possible to test on and remove all other variables. As for testing the level thing give the common AR used by your level 10 to the level 28 character and go shoot that lv 4 Dreg again. Might tell us something. I did this. I used the higher level guy (28) and had her (warlock) shoot at enemies with different level stat guns. Hex @ 267 Gallahad @ 242 Cydonaia @ 175 ...and then shot at low level (2-4 Dregs) at a fairly short distance. Let's say under 20 meters. Regarding the last two guns. The Cydonia and Gallahad both had what appeared to be the same 'impact' and 'RoF' stats. According to the charts. Well, the RoF was the same as I could test that. 430 RpM both. Tested. Check. Impact, I could only go by the graphic/bar on the stat chart. They looked to be exactly the same. So when my level 28 character shot at the Level 4 dregs, both these two guns did the exact same damage output when hitting the enemy. 37/110. So where does that leave me? I'm confused. I have a Rare (blue) gun (Gallahad E) that has more attack power (242), but does absolutely no more actual (real) damage to a lower level enemy than a common (green) gun (Cydonia). Both damage outputs are the same. I would love to use my Level four & level 10 characters on this experiment, but they aren't high enough level to use the above guns. When I used my Titan (lv10), his gun was a %&**&^ with 64 damage. The corresponding damage numbers popping up when hitting the Dregs was 15/44 My guess/hunch is the damage number on the gun is somewhat meaningless when 'playing down' on enemies below? What matters is just your Character's level?
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Post by mannon on Oct 9, 2014 13:11:00 GMT -5
Try vs a level 20 enemy and see if the different attack makes a difference. Maybe try to lower your level to 20 and try that level 20 mob again as well.
I can't say for sure but it's possible that attack only helps vs higher level enemies, maybe your same level or maybe it doesn't even help until fighting enemies higher than you. It's possible that attack just mitigates the damage reduction from fighting enemies higher level than you are. I don't really know, but maybe can research it more this weekend.
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Post by iw5000 on Oct 9, 2014 13:20:45 GMT -5
I am going to try and test this some more tonight.
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Post by wittyscorpion on Oct 9, 2014 14:06:36 GMT -5
I posted the following in another thread a couple of days ago, not sure if it is helpful to the conversation here (note also the video was done during bata, so the info might be obsolete to some extent): Regarding PvE damage numbers of players vs. AI on different levels, the design is asymmetrical. Datto's video of "Attack vs. Impact" explained this part in some detail. In a nutshell: 1) Player vs. higher level AI: the bigger the level difference, the more severe the damage reduction. His tests during beta showed that 2 level below = ~50% reduction (at 5 minute mark of the video). This is why any missions with >=3 levels above yours will be extremely difficult to complete; 2) Player vs. lower level AI: the damage number pretty much stays constant, until the AI is way below your level (say 5+), at which time the player will actually do less damage. The goal here is when a high level players (say level 29) team up with a lower level players (say level 22) and work on a level appropriate mission for the low level player (say mission level is 22), the game can still be fun, not end up in a situation that the high level players walk over everything while the lower level players struggle to get any kill.
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Post by iw5000 on Oct 9, 2014 14:28:00 GMT -5
I posted the following in another thread a couple of days ago, not sure if it is helpful to the conversation here (note also the video was done during bata, so the info might be obsolete to some extent): Regarding PvE damage numbers of players vs. AI on different levels, the design is asymmetrical. Datto's video of "Attack vs. Impact" explained this part in some detail. In a nutshell: 1) Player vs. higher level AI: the bigger the level difference, the more severe the damage reduction. His tests during beta showed that 2 level below = ~50% reduction (at 5 minute mark of the video). This is why any missions with >=3 levels above yours will be extremely difficult to complete; 2) Player vs. lower level AI: the damage number pretty much stays constant, until the AI is way below your level (say 5+), at which time the player will actually do less damage. The goal here is when a high level players (say level 29) team up with a lower level players (say level 22) and work on a level appropriate mission for the low level player (say mission level is 22), the game can still be fun, not end up in a situation that the high level players walk over everything while the lower level players struggle to get any kill. I didn't get those same results. He is basically saying that if you use a Gallahad E-220 attack...and a Gallahad E-200 attack, the lower attack Gallahad is going to give reduced actual real damage to opponents like the Dreg. Ok. But that's not what my informal test showed.
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Post by mannon on Oct 9, 2014 14:32:36 GMT -5
That depends. It is my understanding that the way Attack is computed into damage varies depending upon enemy level and/or charcter to enemy level variance. You're tests vs a level 4 dreg are pretty bottom barrel, and I think that what I've seen suggested Attack is more useful vs higher level enemies rather than lower. Attack may be completely or largely irrelevant vs such a low level mob, but still vitally important vs higher level enemies. More testing is needed.
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Post by psychlon on Oct 15, 2014 6:44:43 GMT -5
This kinda runs into the same observation. Using the same gun with slightly more damage (due to upgrade impact stayed the same) wasn't doing any difference. Additional it seems the level works in brackets so if I'm 10 or 11 level above a mob, the same damage number will appear. It also seems that mobs on the same level receive the same damage, regardless if it's a dreg and or captain (due to that you do the same damage on a shielded enemy regardless if you hit head or body, there seems to be no reason to try targeting the head but shooting anywhere until the next shot would erase the shield and receive the multiplier.
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Post by mannon on Oct 15, 2014 9:24:13 GMT -5
That is true, but you have to be paying close attention much of the time to notice if the next shot will break the shield or not. Unless their shield is basically full and I don't do a lot of damage to them I generally just go for the headshots anyway so that when I do break through I'll be getting crits. On higher level mobs that resist me for a while it's not so important, but then again there are often people higher level than me shooting at those mobs and no way to know for sure when the shield will break so unless I'm unloading my machine gun and don't have enough control to headshot I go for them anyway. With machineguns vs a shielded enemy I will often just go for body shots as I'm just trying to melt the shield anyway and I don't want to risk shots missing entirely.
tl;dr It's situational, but in most cases I just aim for the head anyway... just in case.
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Post by wittyscorpion on Oct 15, 2014 10:33:32 GMT -5
What we really need, is private matches.
Titanfall did not have it at launch either, but they listened to community's requests and added them as soon as they can pull it off. That made a significant difference in making the game mechanics transparent to fans, even for a game that is already fairly transparent.
If Bungie can add private match support, with the in game damage number the community can understand how things work within days. In PvP, knowledge is power, and it always makes the game more enjoyable. I have never seen a case where keeping things under tight wraps can make things better.
I hope Bungie is really listening as they said they are doing, and make this happen. It is a far more impactful change that removing cheese spots from PvE.
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Post by iw5000 on Oct 15, 2014 10:46:14 GMT -5
I hope Bungie is really listening as they said they are doing, and make this happen. It is a far more impactful change that removing cheese spots from PvE. lol, that is a tough one. Cheese spots really are lame. Witty, this is one of the things I said to you privately weeks ago, regarding why I didn't feel PvE ever made a true test of competitive/skilled gaming. AI can never ever ever duplicate other human beings. You can't 'cheese' a win off of six opponents from Lethal Gaming. You have to straight up beat them. I would like to think, in a perfect gaming world, if some player ranked above me beats some epic PvE quest, ...that person has better skills, better awareness, knowledge, and tactics over me. All those things required to get the job done. But PvE is never that on many occasions. Especially after the initial stage. Especially these days with Youtube and Twitch. All you need is just one player (with a youtube acct) to find a cheese spot, and he can be sending this information out to the world in minutes. The AI cant' respond back. Only the developers can, and that takes weeks, if not months. This harms PvE. Makes it at times, a game of YouTube knowledge, rather than a game of skill.
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Post by psychlon on Oct 15, 2014 10:54:22 GMT -5
I don't understand why they can't give the numbers up front. There is easily 20 years experience that some player want to have numbers they base their calculations on. They should add a "nerd" overlay which would show you much more detail behind each stat.... can't be that hard and in the end, players will find it out anyway.
The good thing is that you always do the same damage with a weapon (no min. max. damage)
edit: they could have add random scripts to boss fights and or mix phases whenever you attempt to add some spice to the PvE soup. Even though enemy AI is better here than in other games.
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Post by mannon on Oct 15, 2014 11:10:11 GMT -5
Actually there is min/max damage for most weapons (not snipers) just like CoD. This is what the "range" stat loosely represents, though precision is probably factored in as well.
As for stats, yes more would be nice, and Destiny can be rather obtuse sometimes, but I don't think the level of information is any more lacking than other games. In fact there's certainly more in game stats and information than any of the Halo games ever had, and even most RPG's only show about the same level of info, (granted you usually get numbers instead of bars). The players almost always have to reverse engineer the formulas.
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wittyscorpion
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Post by wittyscorpion on Oct 15, 2014 11:18:33 GMT -5
I don't understand why they can't give the numbers up front. There is easily 20 years experience that some player want to have numbers they base their calculations on. They should add a "nerd" overlay which would show you much more detail behind each stat.... can't be that hard and in the end, players will find it out anyway. The good thing is that you always do the same damage with a weapon (no min. max. damage) edit: they could have add random scripts to boss fights and or mix phases whenever you attempt to add some spice to the PvE soup. Even though enemy AI is better here than in other games. The concerns of giving the formula out are: a) the developers would lose the flexibility of tweaking the formula in major or minor ways. We all know how bitchy the player community can be, we like to complain about everything If every patch notes have to contain a detailed explanation of how the formula is going to change, it's just grounds for incessant bitching b) the formula itself could be fairly complex. Maybe counter productive as it may make things more confusing. That said, I certainly won't explain if they do give it out Private match support is always a great feature in PvP FPS games, more than just for reverse engineering the formula. I have hope that Bungie will do this sooner or later.
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Post by wittyscorpion on Oct 15, 2014 11:41:42 GMT -5
I hope Bungie is really listening as they said they are doing, and make this happen. It is a far more impactful change that removing cheese spots from PvE. lol, that is a tough one. Cheese spots really are lame. Witty, this is one of the things I said to you privately weeks ago, regarding why I didn't feel PvE ever made a true test of competitive/skilled gaming. AI can never ever ever duplicate other human beings. You can't 'cheese' a win off of six opponents from Lethal Gaming. You have to straight up beat them. I would like to think, in a perfect gaming world, if some player ranked above me beats some epic PvE quest, ...that person has better skills, better awareness, knowledge, and tactics over me. All those things required to get the job done. But PvE is never that on many occasions. Especially after the initial stage. Especially these days with Youtube and Twitch. All you need is just one player (with a youtube acct) to find a cheese spot, and he can be sending this information out to the world in minutes. The AI cant' respond back. Only the developers can, and that takes weeks, if not months. This harms PvE. Makes it at times, a game of YouTube knowledge, rather than a game of skill. PvE is supposed to be fun first, I don't think anybody is going after it for competitive/skill gaming (well, maybe the "speed run" fanatics are, but they are extreme minority). The true fun of PvE usually come from playing against AIs co-op with friends. The key here is "co-op", as AI can't be smart enough to make solo experience super interesting. However, great games present situations that are super fun to play co-op, when they require 2+ players working together with great chemistry and synergy. I have yet to extensively experience this kind of fun from a game, as in the past I almost exclusively play PvP games. Destiny should open this world of experience for PvP minded players like you and I.
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Post by iw5000 on Oct 15, 2014 13:04:06 GMT -5
I've had a lot of fun so far in the PvE. The Vault stuff has been a blast. But with that, most of my more memorable experiences have been three person fire teams that failed with regular strikes. I can think of a few times where teams I have been on, tried a bit to difficult challenges, go almost to the end and couldn't finish lol. That was epic. Even though we didn't 'win'. I think that's why cheese spots seem to lame to me. It short circuits that process.
Just a minor gripe there. You can't eliminate that stuff and it's the natural conclusion to a process of finding the best way through a map.
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Post by mannon on Oct 15, 2014 13:55:58 GMT -5
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Post by GodMars on Oct 15, 2014 15:59:29 GMT -5
I've had a lot of fun so far in the PvE. The Vault stuff has been a blast. But with that, most of my more memorable experiences have been three person fire teams that failed with regular strikes. I can think of a few times where teams I have been on, tried a bit to difficult challenges, go almost to the end and couldn't finish lol. That was epic. Even though we didn't 'win'. I think that's why cheese spots seem to lame to me. It short circuits that process. Just a minor gripe there. You can't eliminate that stuff and it's the natural conclusion to a process of finding the best way through a map. I like you with that lipstick on, iw. It's a good look.
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n1gh7
True Bro
Black Market Dealer
Posts: 11,718
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Post by n1gh7 on Oct 15, 2014 23:47:12 GMT -5
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