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Originally Posted by
Stever1388
I posted in the other thread, but I'm going to post this here as well because I think I can at least explain what might be going on, at least in terms of PVMP.
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When you apply Fire-lore to a mob, it lowers the mobs Melee Offence by 30%, which is what it is suppose to do. However, it does this by taking the 3rd number from above, and reducing it by 30%. I tested this by having 2 players Spar and seeing the effects of Fire-lore and other skills. The problem with this is that a mobs Melee Offence is also calculated using rating, and the -30% doesn't get applied to it, just to the stats/buffs that add direct percents to Melee Offence. To clarify, let me show the results of using Fire-lore on my Captain.
First, his normal, fully buffed Melee Offence: "28.5% Melee Offence (18.5% + 10%)" The 10% comes from having a Hope Banner equipped. When Fire-lore is applied, the 10% goes down to -23%, which IS a 30% decrease in melee offence. But, you still have to add 18.5% back to it, so I end up at -4.5%. So after Fire-lore debuff, my Melee Offence looks like this: -4.5% Melee Offence (18.5% + -23%). Once you calculate what the total change in percent was, it comes out that my Melee Offence was only reduced by 25%! That equation is z = (x-y)/y, where x = debuffed total, y = non-debuff total, and z = total percent change. Plug in the numbers: (95.5 - 128.5)/128.5 = -0.2568. Times that by 100 to get -25.68%, which is the actual reduction. Note: When it says -4.5%, it really means your Melee Offence is at 95.5% of your base, which is where the 95.5 comes from. Basically, if a creep were to apply a Fire-lore-like debuff to my captain, the actual debuff would be less potent than intended.
Now, 5%, you may say, isn't that bad... and it's really not. The problem occurs when/if the Melee Offence Rating increases substantially above what any normal player character could get. My champ has 7.5k Melee Offence rating, which is 22.5%; I don't really think it's possible to push it much higher right now, and Fire-lore would still reduce his damage by 25% while in Fervour and 24.5% while not in Fervour, so that's not too bad.
But we can't see what mobs Melee (or Ranged/Tactical) Offence Ratings are, however. If they have enough Melee Offence Rating to make their rating percentage go to 100% (for example), their numbers would look like this: 200% Melee Offence (100% + 0%). Fire-lore is applied: 170% Melee Offence (100% + -30%). Anyone with basic understanding of fractions/percents can see that 30/200 is not 30% reduction, it's actually only a 15% reduction, half of what it should be.
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The problem, however, may spread to other skills, anything that changes a stat based on a percentage. Oathbreakers, Reveal Weakness, Disable, and Telling Mark, just to name a few. If a mobs Melee/Ranged/Tactical Defence Rating is really high, Oathbreakers would not increase its incoming damage by very much. Just on a playable character with 15% Melee Defence from Rating (the highest you can go with the cap), Oathbreakers would only increase incoming damage to that person by 30%.
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I can see how this could have been missed, and I think it'll probably be a bit difficult to fix, because you have to make sure everything stacks right. It'll be interested to see how badly this actually affects the skills. I hope the dev posts again soon with more information...