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5 years ago
"TVF;c-2234700" wrote:"Kyno;c-2234674" wrote:"Ravens1113;c-2234667" wrote:"Kyno;c-2234666" wrote:"frackme_21;c-2234655" wrote:"CG_Doja_Fett;c-2234254" wrote:
Checked with devs. Here's the breakdown:
2% Health lost this battle = 20% total stat increase
4% Health lost this battle = 20% + 40% = 60% total stat increase
6% Health lost this battle = 20% + 40% + 60% = 120% total stat increase
8% Health lost this battle = 20% + 40% + 60% + 80% = 200% total stat increase
10% Health lost this battle = 20% + 40% + 60% + 80% + 100% = 300% total stat increase
You do realize that while you've effectively nerfed the SLKR solo (which took god mods and crazy rng to accomplish), you've nerfed all the mid level raid teams like Padme, Clones, CLS that used to be able to get 4-6% damage, and they'll now maybe get 1/2 that?
2% is just a horrible number for the devs to have chosen. They could have made it 5% and accomplished the same goals without making it even harder to beat this thing.
They are removing one element that made it harder to beat, they were always going to replace that with something that would keep it difficult, they made it (possibly a little)harder, but allowed player to use more than 4-6 teams to beat it.
5% would have made it easier, because of the lowered additional stats. I'm sure they could have kept playing with the numbers and taken even longer to test this over and over again, but that wouldnt really be a welcome addition to this process.
Either way they would have brought it to a place where it pushes development.
Part of the process was designed to keep team order intact, so to bring down top teams meant the others had to be scaled accordingly to preserve investment.
So 5% thresholds wouldn’t have made that same goal a reality?
The general discussion around this was that testing at 5% made it easier.
Ok how about 4%?
How about 2%?
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