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PvP Stat Changes


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#1 CRB_Meerkat

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Posted 01 August 2014 - 06:28 PM

Hi all,

 

Here is a quick explanation of what you see in regards to the PvP Stat change.

 

 

PvP Power

·         Directly influences your ability to deal damage in PvP and is directly countered by PvP Defense.

·         Directly influences your ability to heal while in PvP combat.

PvP Defense

·         Directly influences your ability to prevent damage in PvP and is the direct counter to PvP Power.

Additional Notes on the stat changes:

 

PvP Stat breakdown on the paperdoll will show

 

Note: All Paperdoll percentages assume your opponent has 0 PvP stat, so it represents a maximum value.

·         PvP Damage

o    Shows damage efficiency while in Instanced combat. (Warplots, BG's, Arenas, etc)

o    Shows damage efficiency while in Open World combat.

·         PvP Healing

o    Shows healing efficiency while in Instanced combat. (Warplots, BG's, Arenas, etc)

o    Shows healing efficiency while in Open World combat.

·         PvP Defense

o    Shows damage reduction while in Instanced combat. (Warplots, BG's, Arenas, etc)

o    Shows damage reduction while in Open World combat.

 

Base Values

 

You will end up noticing certain values while naked. These values express your efficiency in PvP while on equal ground.

 

PvP Damage

 

·         Instanced : 85.00%

o    This value is the baseline.

o    If your PvP Power – Foe PvP Defense = 0, then you will deal 85% damage after all other mitigation calculations.

·         Open World : 100.00%

o    This value is the baseline.

o    If your PvP Power – Foe PvP Defense = 0, then you will deal 100% damage after all other mitigation calculations.

 

PvP Healing

 

·         Instanced : 52.75%

o    This value is the baseline for instanced PvP combat.

o    Your healing in Instanced PvP will heal for 52.75% of its current value after modifiers.

·         Open World : 85.00%

o    This value is the baseline for Open World combat.

o    Your healing in Open World PvP will heal for 85% of its current value after modifiers.

 

PvP Defense

 

·         Instanced : 15.00%

o    This value is the baseline for Instanced PvP Combat.

o    If their PvP Power – your PvP Defense = 0, then you will receive 15% less damage.

o    Which makes sense if you look at PvP Damage above, if they can only do 85% damage then inherently I take 15%.

·         Open World : 0%

o    This value is the baseline for Open World PvP Combat.

o    If their PvP Power – your PvP Defense = 0, then you will receive 0% less damage.

o    Which makes sense if you look at PvP Damage above, if they are is doing 100% damage then you aren’t receiving reduced damage.

 

 

As you gain rating these values are modified and adjusted on the tooltip. Please remember the percentages expressed are assuming a foe with no PvP stats.

For an Example let’s look at a player with these PvP stats as an example of relative power:

 

PvP Power:  4300

PvP Defense:  2350

 

Paperdoll values:

PvP Damage Open World = 132.57%

PvP Damage Instanced = 111.06%

 

Paperdoll values:

PvP Healing Open World = 94.78%

PvP Healing Instanced = 75%

 

Paperdoll values:

PvP Defense Open World = 32.57%

PvP Healing Instanced = 11.06%

 

These values are meant only to express the maximum value possible. PVP Damage and PvP Defense directly counter each other within the formula and are not independent multipliers of damage.

 

Below are issues we are investigating:

 

·         PvP Gear gap can be large and because PvP stat means more, the gap is larger than before.

·         Inability to Rune for all Power or all Defense because of the current Rune slot setup.

·         Healing in PvP Instances and the base value and scaling. We are monitoring the overall effect.

 

Thanks all!


Steven Engle - Lead Combat Designer - Carbine Studios
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#2 Centricity

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Posted 01 August 2014 - 06:33 PM

:rolleyes:



#3 Euqrott

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Posted 01 August 2014 - 06:35 PM

you do realize if you removed rating requirement in the first place that would have solved a ton of problems even the problem of the high rated players not getting queue pops.


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#4 Hendo

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Posted 01 August 2014 - 06:36 PM

Thanks for the information and explanation.

 

My next question is:

 

When are you going to fix it. PvP is now more broke than it was before the patch...


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#5 metalmuskox

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Posted 01 August 2014 - 06:37 PM

Will the 6-week PvP Stats 101 course be available for purchase with CREDD only or can we use in-game currency?



#6 Lord Thrash

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Posted 01 August 2014 - 06:39 PM

Can you comment on the claims that PVP defense is working incorrectly and actually causing people to take more damage? Not the AMPs mind you, but the stat on gear

#7 stephen1984

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Posted 01 August 2014 - 06:38 PM

solution increase the pvp stats on the lower tiers of gear minimizing the gear gap. Can be done in a days time. But this kind of fix from Carbine will likely take a month maybe more.



#8 ScorpioShirica

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Posted 01 August 2014 - 06:41 PM

solution increase the pvp stats on the lower tiers of gear minimizing the gear gap. Can be done in a days time. But this kind of fix from Carbine will likely take a month maybe more.

You clearly don't understand coding, development and QA.

 

You start tweaking stats willy nilly and throwing it into live production after a few days, you'll see some scary bugs.



#9 Zyoxo

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Posted 01 August 2014 - 06:43 PM

Can you comment on the claims that PVP defense is working incorrectly and actually causing people to take more damage? Not the AMPs mind you, but the stat on gear

 

This doesn't warrant a comment, the stats work correctly, people are simply doing more damage.


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#10 Hendo

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Posted 01 August 2014 - 06:44 PM

Development and Q&A??

 

Doesn't happen here. Obviously.

 

 

Scary bugs?

 

See the PvP def bugs.

 

 

Next.


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#11 Marwins

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Posted 01 August 2014 - 06:44 PM

Up the base PvP healing so that it's at LEAST 90% in instanced pvp and not 75% as it is now with full PvP gear. But seeing as dmg got an overall buff I don't see why it shouldn't just be 100% like pre-patch. Healing is dead atm. Every bg is 10 dps vs 10 dps. Even I respecced and that's saying something, haven't dpsed since lvl6 but this time you forced me lol.


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#12 Seztren

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Posted 01 August 2014 - 07:13 PM

Yeah, but isn't the damage bugged or something? Even if it's not, people shouldn't be one-shotting each other in "balanced" PvP. And heals shouldn't be non-existent. Somebody screwed something up bad.

 

Either the power gap between regular PvP gear or mixed PvP/PvE gear and Rated PvP gear has become SO HUGE that players who Pubstomped or win-traded their way (Props to the few who actually WORKED their way to 1500, though there are very very few of you, Rated BGs are so full of pubstomps and people already wearing 1500 Gear that it's pretty much impossible to work your way up alone or even with a few friends) that people wearing 1500 or higher gear are now killing everything that moves in one or two hits. And it doesn't help that NOBODY heals anymore because heals have been nerfed into the ground because of this change.

 

It was so much better the way it was before. At least then it was possible to compete with people wearing 1500 Gear and get your rating up slowly if you did well. Now it's just stupid.


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#13 stephen1984

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Posted 01 August 2014 - 07:18 PM

You clearly don't understand coding, development and QA.

 

You start tweaking stats willy nilly and throwing it into live production after a few days, you'll see some scary bugs.

How is that any different to the performance as of late? honestly the Irish government could manage a better attempt.



#14 Zyoxo

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Posted 01 August 2014 - 07:19 PM

Yeah, but isn't the damage bugged or something? Even if it's not, people shouldn't be one-shotting each other in "balanced" PvP. And heals shouldn't be non-existent. Somebody screwed something up bad.

 

Either the power gap between regular PvP gear or mixed PvP/PvE gear and Rated PvP gear has become SO HUGE that players who Pubstomped or win-traded their way (Props to the few who actually WORKED their way to 1500, though there are very very few of you, Rated BGs are so full of pubstomps and people already wearing 1500 Gear that it's pretty much impossible to work your way up alone or even with a few friends) that people wearing 1500 or higher gear are now killing everything that moves in one or two hits. And it doesn't help that NOBODY heals anymore because heals have been nerfed into the ground because of this change.

 

It was so much better the way it was before. At least then it was possible to compete with people wearing 1500 Gear and get your rating up slowly if you did well. Now it's just stupid.

 

I think that when the devs balanced the damage for this patch they forgot to take into account that pre-patch, pvp defense was already significantly reducing player damage.


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#15 ScorpioShirica

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Posted 01 August 2014 - 07:20 PM

How is that any different to the performance as of late? honestly the Irish government could manage a better attempt.

I would rather not see potatoes coming out of spellslinger pistols, thank you. 



#16 Centricity

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Posted 01 August 2014 - 07:23 PM

I think that when the devs balanced the damage for this patch they forgot to take into account that pre-patch, pvp defense was already significantly reducing player damage.

 

No, no, don't you see?

 

We obviously just don't understand the formulas.



#17 Seztren

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Posted 01 August 2014 - 07:26 PM

I think that when the devs balanced the damage for this patch they forgot to take into account that pre-patch, pvp defense was already significantly reducing player damage.

 

Could be. I'd just like to know if the cause is just "Healing sucks too much and damage is way too high now due to a mistake in damage scaling or a bug" or rather, the changes made it so "Runed 1500 PvP Gear is now god-mode against anything else".  Because I've been dealing higher damage than usual too, and I'm just using the standard PvP set mixed with crafted PvE gear and AP runes. I'm not one-shotting people, but I'm definitely killing faster. But I've also seen people hitting for like 20k+ on Spellslingers, which just seems obscene. And of course, nobody is healing because it's now useless.

 

PvP is in a pretty sad state regardless of the cause. Personally I'd like it if they just reverted it back to the way it was and just raised to PvP Gear soft cap or something. Healers did fine back then since damage was lower. It seemed pretty damn balanced to me.


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#18 Marwins

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Posted 01 August 2014 - 07:36 PM

Could be. I'd just like to know if the cause is just "Healing sucks too much and damage is way too high now due to a mistake in damage scaling or a bug" or rather, the changes made it so "Runed 1500 PvP Gear is now god-mode against anything else".  Because I've been dealing higher damage than usual too, and I'm just using the standard PvP set mixed with crafted PvE gear and AP runes. I'm not one-shotting people, but I'm definitely killing faster. But I've also seen people hitting for like 20k+ on Spellslingers, which just seems obscene. And of course, nobody is healing because it's now useless.

 

PvP is in a pretty sad state regardless of the cause. Personally I'd like it if they just reverted it back to the way it was and just raised to PvP Gear soft cap or something. Healers did fine back then since damage was lower. It seemed pretty damn balanced to me.

 

Ah cmon. Your points are valid but your solution is stupid. You want to go back to the way it was? Meaning that PvE gear > PvP gear. No PvP'er should have to raid to get BiS PvP gear. That's why this change was needed. All they gotta do is tweak the numbers a bit and tune the dmg down about 10% and increase the healing back to what it used to be. Hopefully it won't take too long.


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#19 Donitsi

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Posted 01 August 2014 - 08:23 PM

Pvp healing values are wrong. With 6 pvp purples and 2 blues my soothe c1 says 1974 and im healing for around 1100 in bgs. That is around 56%, but my stat screen shows that i should be healing for 62% which should be over 1200. Also TTK for some (probaply 1800 geared) warriors stalkers and spellslingers is 1 second. As i have witnessed them killing me and others that i have tried to heal in just one second. There have been situations where another healer has been healing me and im healing myself and still iv been downed in less then 3 seconds by just one player.

Also i havent tried healing in my pve gear yet as i cant get bg to pop at this hour of the night/morning, but i have 2220 c1 soothe in pve gear and 52,75 of that would be 1171 which would be more then im healing currently in pvp.



#20 pathiss

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Posted 01 August 2014 - 09:18 PM

We had different healing for arena 2's than we did for other instances and BGs. Why the *cupcake*would you modify healing in BGs so drastically despite being repeatedly warned that you will kill the game if you did so? Why should people beta test or patch test when you ignore blatant bugs and glaring issues being reported.

For the life of me, I can't understand how decisions like this get made or how anyone can think it is a good idea. Seriously, have any of you actually played a mmo before working for a game company?