D2R PTR Holy Fire and fibbing character screen - Printable Version +- The Lurker Lounge Forums (https://www.lurkerlounge.com/forums) +-- Forum: Lurker Games (https://www.lurkerlounge.com/forums/forum-6.html) +--- Forum: Diablo II (https://www.lurkerlounge.com/forums/forum-8.html) +--- Thread: D2R PTR Holy Fire and fibbing character screen (/thread-18068.html) |
D2R PTR Holy Fire and fibbing character screen - Ruvanal - 01-26-2022 While on these forums the character screen earned the nickname "The Lying Character Screen", in the current PTR it is more like a little fib for Holy Fire. As I have not looked yet, some of the following will like also apply to any of the aura that had scaling range damage applied to their effects. For some the following I dug through the data files of the game (mostly skills.txt) and did some in game testing with the assistance of Frag. Notable changes that were done to Holy Fire was changing synergy values and damage scaling based on the skill level. So first, the synergies as listed in the patch notes. [*]Resist Fire synergy increased from 18% to 24% [*]Salvation synergy increased from 6% to 10% [*]For a full synergy boost of 20 points in each this would change the damage boost from +480% to +680%. Moderately strong in my opinion, but on what was not an overly strong skill before, not that bad in itself. Now for a short table of scaling factors for fire damage by level pulled from the 2.3 and 2.4 files. Code: base elvl1 elvl2 elvl3 elvl4 elvl5 Running out the numbers by level for this data as was done on other sites would yield a table like this: Code: Skill aura damage weapon damage Now there is another thing that the devs did to this skill and few other aura skills. They noted that skill like this would scaling from 100% on the outer edge of the aura to 200% next to the paladin. They did this off of factors that they adjusted in the data table like this: Code: Param6 *Param6 Description Now the problem here is that while the description implies one effect, the actual result is something a little bit different than that. And I am not sure the current devs realized wha tit actually does do. Seeing issues with the above numbers for the aura and what is displayed, I took to do some measurable testing on the PTR using some assistance and PvP conditions (damage/6). The results were that what is happening is that the outer edge damage of an aura is using the minimum value of the aura damage to calculate its damage and the point blank damage is using the max damage value listed above at 200% strength. While we did not take the time to try and estimate the mid range values, I expect that it would be adjusted between these two numbers based on distance. What the game does do is display the aura min damage as above and the max damage as 200% of the max damage above. Here is table for the adjusted aura values. Code: Skill aura damage Regarding MrLlamaSC video about this. https://www.youtube.com/watch?v=amvILiPCqA8 The numbers here do not fully support that the skill is the real broken part of this. It is the way these high level runewords can apply stacking skills to the players that appears to be the real problem. RE: D2R PTR Holy Fire and fibbing character screen - myrdinn - 01-27-2022 The game used the pythagorean theorem with X,Y coordinates of both object to calculate distance (use for Xp sharing ...) I have given the function code somewhere in phrozenkeep. So probably the mid range is correctly applied if they keep that function. And I agree, this is the stacking of the auras of the runewords that is the problem. Without it, it is not too powerful And so much information, in so few numbers. Not an easy task. |