11-09-2003, 10:07 PM
OK, I got thinking. As we all know, PvP modification is done at the start of the damage reduction routine. This has some implications. It now works by modifying each specific damage type in turn. This is VERY different from how it used to be. It used to be modified at the end AND, it modified only the total damage. That is, the value the game got by adding up all the different damage types (physical, cold, lighting and so on). Since poison damage was kept seperate anyway, it was modified seperately in PvP even before. The big *OOHHH* though, is that now the physical damage value WILL be modified due to PvP while it didn't used to be.
So, why do that matter? Well, it matters for stuff like leeching which is based on the physical damage (moded of the physical damage value which is now modified for PvP while it didn't used to be. Another case where it matter is Thorns/IM/IronGolem/SomeDruidStuff (not sure about LifeTap, forgot how it works and what it do), all those calculated returned damage based on the physical damage value. This used to be a non modified value. The returned damage was made into a return attack that in itself went through the damage reduction routine and hence got reduced by PvP modification. If that is still so, we get a double PvP reduction though. Has the percentage values for those skills for PvP been beefed up to compensate for this? Has anyone tested the returned damage in PvP? Perhaps the return damage is not modified, but then physical resistance and -damage and other such effects would not apply either. In any case, there seem to be some issues here unless they beefed up the percentage values by 6 times or so.
Thoughts? Comments? I have not looked at the code for those effects/skills yet.
So, why do that matter? Well, it matters for stuff like leeching which is based on the physical damage (moded of the physical damage value which is now modified for PvP while it didn't used to be. Another case where it matter is Thorns/IM/IronGolem/SomeDruidStuff (not sure about LifeTap, forgot how it works and what it do), all those calculated returned damage based on the physical damage value. This used to be a non modified value. The returned damage was made into a return attack that in itself went through the damage reduction routine and hence got reduced by PvP modification. If that is still so, we get a double PvP reduction though. Has the percentage values for those skills for PvP been beefed up to compensate for this? Has anyone tested the returned damage in PvP? Perhaps the return damage is not modified, but then physical resistance and -damage and other such effects would not apply either. In any case, there seem to be some issues here unless they beefed up the percentage values by 6 times or so.
Thoughts? Comments? I have not looked at the code for those effects/skills yet.
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