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Marius team better post nerf :)

Marius team better post nerf :)

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Oct 18, 2024, 18:2610/18/24
07/08/19
988
MooredRat

Ah, I think I see now, I misunderstood how the cap worked. Max-hp hits are capped at 10%.


Okay, so if a head had 3M hp, and say Gnut hits it, the damage is capped at 300k

but now if a head is decapped, it has 6M hp, so that same hit would do 600k, but also gets the decap 200% multiplier, so would hit for 1.8m ?

no, the 10% limit is a hard cap. regardless of any other multipliers or modifiers, a max hp hit cannot exceed 600k (or whatever 10% of the boss in question's hp is). it is a limit per hit though, so in gnut's case he would deal 1.8 million combined over the course of his attack.

Oct 18, 2024, 20:0010/18/24
12/19/19
6449
MooredRat

Is that something intended? It sounds an awful lot like a bug.

And if people start rebuilding champs for it, and then it gets "fixed".....

Not a bug, a feature! This is why I said nobody was doing any correct math.... as always ignore any possible upside and cry as fast as we can over every negative implications.  😆 

Obviously they effed some stuff up, but simply tweaking the logic for respawned heads being protected would solve alot. I'd be happy if they overcorrected that problem in our favor and reduced turn count to 750 or 500 even if the damage was a wash to current state.


Oct 18, 2024, 20:1210/18/24
01/31/20
993
Trips

Not a bug, a feature! This is why I said nobody was doing any correct math.... as always ignore any possible upside and cry as fast as we can over every negative implications.  😆 

Obviously they effed some stuff up, but simply tweaking the logic for respawned heads being protected would solve alot. I'd be happy if they overcorrected that problem in our favor and reduced turn count to 750 or 500 even if the damage was a wash to current state.


From what I have seen and what my clan members have seen, the AoE Enemy Max HP teams are pretty much the only outlier for improved damage.  

As I documented in two other threads, my damage across 3 keys is 59% of what it was last week, and I took the time to try multiple comps against the new mechanics, but did not use a Max HP toon (I'll break some out next week). 

I initially estimated 50% with seat-of-pants math and ended up with 59%. Pretty close in my book.