SUPPORTING YOUR BONUS VALUES
Okay! So you just got to the new level where you could get some really great Talents and you also bought
a strong new Item but it has not helped. your not doing any better than before.
Lets use RIPaxo as the perfect example:
Basic Damage: +7
Bonus Damage: +35
Remember- That "Bonus Damage: +35" isnt really +35!
It is only a percentage of that much depending on how much Force you have compared to your Opponents
Endurance. The good old Gap. And that Gap is different with every Opponent you are up against.
This is a great weapon. Powerful! But it doesnt work well if you dont give it some help.
You need to SUPPORT your Build. RIPaxo has no Force value. When you replaced your last weapon with it you probably dropped some of your Force.
You might even have reduced the amount of Damage you can do by activating it, or just stayed the same!
With this weapon you need to widen the Gap between your Force and their Endurance to get the most power from it.
You have 7 ways to do this by using Merchants Items and you just used one up (Weapon!).
Its either use an Item, select a Talent with Force value(if there are any left that you didnt already use)
or start raising your Force stats. You probably dont have a lot of room left to make any big Force increases.
This kind of decision has to be thought out in advance. All your decisions need to be thought out in advance.
The best decision is an 'Informed'decision. Dont start skipping parts because you think you got it already.
You will just cheat yourself and get in trouble. That player beating the hell out of you probably wont skip
any parts if they get their hands on this info!
So now your in a tough place with your Super RIPaxo. Your looking around for a way out when you say
"HEY! I wonder if that Balbriggan!! is any good? He said I needed Force to support my Bonus Damage!"
Force: +43
sale price: 303.457gold
Resale value: 75.864gold
Requirements: character level 68
It is the same for every Item. You have to consider what is going on with your Build
and what kind of effect it will have on every part of your Build.
Both Weapons are the right answer for the right Build.
You have to think about if it is what is needed or if there is something better that will do 2 or more things for you that you need
like add Hitchance and maybe something else. Maybe the ideal item is a few levels higher and you can make do with what you have until then and plan the expense more comfortably. Many Items, like Segal, offer all 5 Basic Skills.
Talents come in two Modes:
*Active Talents
.........
(Represented by a Dagger)
Only work under certain conditions that have to do with your Charisma/Basic and Bonus Talents/
How many Active Talents you actually have/Your Opponents Charisma and a randomly generated
percentage of "Chance".
*Passive Talents
.........
(Represented by a Sheild)
Passive Talents work all the time in every battle round.
They come in Five Catagories-
Basic and Bonus/Stat Based/Plus and Minus.
Once you purchase the Point that allows you to select
a particular Talent,it is paid for-you own it forever.
You can re-use your Points over and over again by
choosing to Reset them either for gold, or hellstones.
You can do this on your overview page where it says "Buy Now".
Resetting with Gold:
The first Reset is 500 gold and gets expensive very quickly.
The second Reset costs 7400 gold.
The third Reset costs 51.500 gold.
The fourth Reset costs 211.400 gold. And so on.....
Resetting with Hellstones:
You are offered the option of resetting a single Talent for the cost of two Hellstones.
Another Option is to Reset all of your Talents for 19 Hellstones.
If you use the Option for a full Reset using 19 Hellstones your gold option is Reset to
allow you to reset them for 500 gold again.
Another option is to Reset a single Talent for 2 Hellstones each.
Whenever you choose an option to do a full Reset you will heve to reselect ALL the Talents
again. If you copy and paste the list of 'Learned'Talents you already have before you Reset
into Notepad you can use it as a reference to rebuild your list changing only the ones you didnt want.
This can save you a lot of time and help you avoid mistakes.
You will want to Reset as fast as possible because during that time your Talents are not selected
you will be very vunerable. It is a good idea to do this at a time when you are less likely
to be attacked by anyone because they will probably win if you do not have your usual Talent protection.
NOTE:
If you accidentally press Reset while you are somewhere in the process of Resetting your Talents
you will either waste a lot of gold or Hellstones and have to fix it immediately.
You get one guess as to why I mention this :S
TALENTS AND YOUR LEVEL.
More Talents can selected as they become available as you increase your level.
Inside the 'Buy Now' box it will tell you when more Points will become available to you.
Since the price in gold of paying for the Points you use to select your Talents gets
expensive you may want to prepare as you get near the level you need to be at
by starting to save gold in advance.
The amount of levels in between increase by 2 more levels
than the previous time.
So if you needed to raise 9 levels to get to the next Talents
the next Talents after that are not available for 11 levels.
After that-13 levels...etc.
ACTIVE Talents VS PASSIVE Talents.
If your opponents hitchance is high against you I have noticed that a strong Minus Hitchance
Active Talent doesnt mean it will affect them enough to cause a Miss every time.
Sometimes their Hitchance is high enough against you to evade a Miss and sometimes the "Random Factor"
will just be working against you and allow them to Hit! anyway.
You may not be able to make them Miss, you just increase the chance of that happening.
They might not be able to make you miss either with a similar Active Talent!
I prefer the idea of increasing my Hitchance rather than taking theirs away because
every time I do that I am reducing the effect the "Random Factor" has on me.
So it comes down to who does the most Damage over 10 rounds.
The Passive Talents are always "ON".
You get the benefit every single hit.
If you choose to use only Passive Talents for super high overall Damage you remove the need to worry about Charisma and Basic and Bonus Talents because you have no need to activate anything. This extra room for Talents can be used to reduce their chance to activate as well by using some of those "spare" unused Talents to select one like this:Curse/ Level 64 Passive Talent/ -2 Basic Talents/ -4 Bonus Talents (On Opponent). If you choose to use all the Damage Talents available and have some Talents left over and your hitchance is not an issue you can reduce how often they activate an active talent causing them waste.
If you have extra selection after you have chosen all the best Talents for your build, and there is a talent that you think may cause them to not activate and improve your chance of winning -try it.
The idea is:
* that you remove the issue of working Charisma or Bonus Talents with gear/stats etc. into your Build.
*Free up Talents to increase your hitchance with.
* have maximum damage working every round instead of
not having it available or missing when it does activate.
*Cause any Talents they have to reduce your Bonus Talents
to be neutralized.
BASIC VS BONUS DAMAGE
Damage is Damage is Damage.
Your 250 Damage is stronger than your Opponents 200 Damage all day long whether it is Basic or Bonus.
There is no such thing as 1 Basic Damage is worth 2 or 3 Bonus Damage. It doesnt work that way.
It IS important to recognize a few facts and take a look at the differences there are between the two
when we have to make a decision about about what kind of Damage will work best for
us when we are planning our Build based on what we have to work with at the moment.
BASIC DAMAGE REVIEWED:
Basic Damage is active in full strenght in every hit you make regardless of your opponents
Endurance,which does not affect it. It can be acquired in small increments through the activation
of certain types of Merchants Items and is an expensive and desirable
Value when deciding upon a purchase. It is less often availabe than other values
offered by the Merchant such as Force, Defense,etc. due to its potency.
The game provides you with a Basic value of 50 Basic Damage to start you off with.
Here are some attributes:
*Basic Damage works automatically and does not require that you do anything.
*Basic Damage cannot be increased by Training Skills.
*Basic Damage cannot be reduced by your Opponents Skills.
*Basic Damage does not require Trained Skills to function.
*Equipment that reduces yours/their Basic Damage (Minus on Opponent) is less available through Merchants
items/is expensive compared to other values offered in equipment/is only available in small increments
with an increasing ratio of quantity as Level increases. The higer you go in level the more Minus Basic Damage you can buy
on certain Items at the Merchant such as: Oltarian armor Level 181 Basic damage (on opponent): -9.
Or acquire through Talent selection, such as the Level 144 Talent "Clever evasion"
with a value of -12 Basic Damage (On Opponent).
*Basic Damage is availabe as an option when selecting Talents at 1/2 of the amount of Bonus Damage.
Example: Sharp Aim +6 Basic Damage/Claws +12 Bonus Damage.
* Basic Damage gives full Value in every round of Battle when it is gained through a Passive Talent.
* Basic Damage gives full Value when it is a feature of an Active Talent that is activated,
for however many rounds the Active Talents is supposed to work for.Usually 2 or 3 rounds.
*As you go up in level acquiring Basic Damage from Talents and Equipment, there is no need to adjust your Skills to support it.
BONUS DAMAGE REVIEWED:
Bonus Damage has the exact Value that is determined by how much support it has from your Stats, in your present Build.
The value of each single Bonus Damage is relative to your account on a percentage basis.
So not only does the actual Value change from player to player-
it changes every time you raise or lower your Force in some way.
Your Force determines how much Value each of your Bonus Damage is actually worth ,
by being able to support a higher or lower percentage of ALL your collective Bonus damage.
The game provides you with a Basic value of 150 Bonus Damage to start you off with.
Here are some attributes:
*Bonus Damage works only as well as you apply all your resources to utilize it.
*Bonus Damage cannot be increased by Training Skills.
*Bonus Damage can be strongly reduced by your Opponents Skills (Endurance).
*Bonus Damage does depend heavily on your Trained Skills to function. (Force/Dexterity)
*Equipment that gives you and your opponent the ability to reduce Bonus Damage
is fairly common in the Merchants Items And Talents at all levels and available in larger quantities.
The higher your level the higher the amount available becomes.
Such as: Lord of the Flesh Level 200 Passive Talent -60 Bonus Damage(On opponent)
Hazzad Boots level 97 Bonus damage (on opponent): -14
* Bonus Damage gives only a percentage of full Value in every round of Battle when it is gained through a Passive Talent.
* Bonus Damage gives only a percentage of full Value when it is a feature of an Active Talent
that is activated,for however many rounds the Active Talents is supposed to work for.Usually 2 or 3 rounds.
*AS A RULE:
As you go up in level acquiring Bonus Damage from Talents and Equipment, it is a good to adjust your Skills to support it.
Otherwise you will be not using as much of it as you could be. Planning ahead to adjust your Build to support the added Bonus Damage is smart BiteFight play.
You have to consider how much Force you will need to support it and how much you will need to raise Your Dexterity (if at all,maybe you have enough for now) and how you are going to do that. Before you can make those adjustments you also have to consider what other impact these changes may have. You might need
to change an Item that is badly needed for Endurance. That has to be compensated for as well. Adding Bonus Damage and hoping it works out OK is just lazy.
The Exception to the Rule-
You are already in good shape with your Force/Dexterity and are satisfied with the percentage of return value
you are getting from your Bonus Damage as a whole and are just adding more because you can.
MINUS BONUS DAMAGE REVIEWED:
Minus Bonus Damage Equipment works on a percentage basis.
The weaker your Opponent is,the less Bonus Damage they have,the better it works, because of the higher percentage you are able to reduce them by. The stronger they are - the less percentage you are able to reduce them by. So where it is most needed -it is the least effective. I would say this is good as a rule of thumb-assuming that if their hitchance is high due to Dexterity the working factor of the ratio to your Defense is still in effect and has to apply.
That means that Minus Bonus Damage Equipment only works as well as it can based on the support you give it.
EXAMPLE:
MY:
Bonus Damage: 112.52
Force: 144
Endurance: 79
OPPONENTS:
Bonus Damage:195.49
Force: 145
Endurance:135
Im taking 7.77 of his Bonus Damage with -12 Bonus Damage
He is taking 6.20 Bonus Damage from me with -12 Bonus Damage
7.77 is 64.75% of the -12 Bonus Damage
6.20 is 51.67% of the -12 Bonus Damage
I am taking a higher percentage of his Bonus Damage. Why?
(A real Question I asked myself.)
Answer:
Im not taking a higher percentage of his Bonus Damage.
Im only getting a higher % return on -12 Bonus Damage
than he is getting from me.
7.77 is 3.97% of 195.49 Bonus Damage
I take a greater amount because he has more Bonus Damage,
I take a lesser percentage because his Endurance is higher
compared to my Force.
6.2 is 5.51% of 112.52 Bonus Damage
He takes less of my Bonus Damage because I have less available percentage wise.
He takes a greater percentage of my overall Bonus Damage because my Endurance
is lower compared to his Force.
GETTING THE BEST VALUE OUT OF YOUR DAMGAGE CHOICES/ PART 2:
Now that we know how Minus anything works- lets take a HARD, PRACTICAL look at Minus Gear.
SIMPLE:
The more Endurance you have compared to an opponents Force the more effective your minus bonus damage equipment/talents/aspects will work.
The more Defense you have compared to an opponents Dexterity the more effective your minus bonus hitchance equipment/talents/aspects will work.
That is taken care of by using that capacity to enable the gear that give us the base skill that amounts to the same effect. Example - instead of using minus bonus/basic hitchance gear we might find it preferable to activate a high Defense item . That would give us expanded health as well as reducing the potency of their dexterity. It really depends on your build.
FORUM CHAT QUESTION:
Anon2127:
Do we have any word yet on how much endurance mitigates bonus damage yet? I know from here how the basic % used is gotten but that doesn't help much with picking between the straight up - bonus damage gear or the lesser - bonus damage gear with the added endurance.. Depending on how much the endurance counts that could be a huge difference in effectiveness.
Great Question-
Technically, Endurance itself,stat by stat does not exactly mitigate/reduce your damage in a 'specific' amount. The % Gap in between your Endurance and your opponents Force is the operating principle that determines how much % of his bonus damage he is able to utilise and apply.You can Block how much Damage he is able to inflict by raising your Endurance and narrowing the gap between his Force and your Endurance. This number is not quantifiable as it changes from player to player. There will never be an equation saying 1 Endurance = .50 Minus Damage because that number fluctuates with every factor that needs to be considered/your Endurance and your opponents Force. The same is true of Plus and Minus Damages . Those Values fluctuate also.
So when you have fully understood all this info, you will pretty much be the only person who can answer that question for yourself because its not just a question of how you change your Build- It is also how you will change your opponents build. And you are the only person who will be looking at the values of your various opponents Build in your battle reports, on which you will base your decisions. You will want to take into consideration how much % of Bonus Damage you already have that you are able to use. If that % is low adding more will just increase your Damage exactly by how much you can use-not much.
So using that opportunity to raise your Force and Dexterity in balanced measure to increase the use of the Bonus damage you already own might be the better answer. If you are taking severe Damage, then Endurance will be desirable. The less Endurance you have and the more Damage you are taking the more impressive the results will be. Everytime you raise a stat by a quantity of one you close up that gap a little more and it adds up to Blocking a greater overall percentage of the Damage your opponent is able to inflict.
The challenge with planning your Build is that it is difficult to have everything we need, all at the same time,and still keep improving it.
We only have a limited number of options to use to do that with as well, so we have to decide carefully. Without the correct understanding of the
operating principles, it is impossible to achieve maximum performance from our account. S0- it may seem that I am being technical and picky about the words and terms and just splitting hairs but what I am trying to do is communicate and transmit a Basic Concept. Once a player has fully grasped this one Basic Concept, (The Gap)every single question about Talents/Equipment and training Basic Skills at any level becomes clearer and can be figured out by the player themselves with some very reasonable Math. Thank you for the question.
ADVANCED NOTE:
Because some different opponents may have some equipment that
has Minus Bonus Value on you, the number calculated might actually give you a closer idea of how much
they are able to reduce your Damage if you ignore it instead of trying to calculate it in.
Minus Bonus works on the same percentage Gap as everything else.
This Formula was given to a Calculus expert for his opinion. Here is what he said:
EXPERT OPINION:
"A simple formula wont be completely accurate because the subtracted value (Minus Bonus)
will always be intangible and undefinable having been built into the equation itself.
It is still close enough that it works whether you factor it in or not.
Neither way will ever be precisely correct, but are good enough for a reasonable
approximation and therefore the simplest formula will have to suffice."
(Translation: It works just fine and its the only one we have to work with.)
*END ADVANCED NOTE.
Heres how I see it:
"You dont really need the numbers to see where your in trouble and figure out how to fix it.
You just have to know how the game works. This is how it works. Plain and simple.
It works on The GAP.
You dont need a Formula to choose a Helmet,a Talent or to train a Skill.
You just need to see where there is the most need for improvement and know how to add and
subtract your Stats and what they will be if you upgrade a certain Item or Talent.
And to be able to read your battle reports and see if you got the job done well enough with your upgrade.
But if you want the numbers to feel sure -you have a Formula.
If you run your numbers and your opponents numbers through the Formula and compare,
you will see that they closely reflect the numbers your Battle Reports are showing"
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