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Math 1v1 me plz [Claim Buff Thread]


Riba.3271

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I keep hearing how objective auras aren't that strong on these forums but lets have a math fight.

 

Let me start:
Case 1:
Your server owns the tower/camp/sm and has +100 power +100 precision + 100 vit + 100 toughness => ~6% more damage and ~9% survivability (with 20k max hp)

vs

Enemy owns it and has 6% more damage and 9% survivability

Total: Approximately 30% survivability difference

Occurance rate: Very frequent. Affects majority of the fights

 

Case 2:

Enemy server owns the tower

vs

Your server owns the keep

Total: Approximately 45% survivability difference

Occurance rate: Frequent (Example: tagging up to fend off attack to your keep then going on to push enemy side or recap things back)


Case 3:

Keep vs Keep

Total:  60% survivability difference (4k HP, 400 armor, 400 power, 400 precision)

Occurance rate: Occurs when 2 servers have T3 waypoint on same borderland

 

Questions:

Q1: Can any top PvPers tell me how is this fair? Just camp vs camp  is basically difference of having permanent 30 stacks of might on 3000 power build.

Q2: How does one magically start dealing 30 to 45% more damage?

Q3: Isn't this the main reason for server stacking? 

Q4: Why do claim buffs even extend beyond objective walls?

Edited by Threather.9354
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Attacking should be harder then defending. 

It's already to easy for a blob to take a t3. 

Why make it easier? 

Siege does not do anything against them. Walls should be an advantage but they are death traps in reality. 

Seriously, did you never had the experience of a Boon Ball Blob of Doom at your gate? 

Even with the buff they gonna take it the moment you run out of mats. 

The buff atleast slows them down a bit or gives a fighting chance. 

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8 hours ago, Threather.9354 said:

Q1: Can any top PvPers tell me how is this fair? Just camp vs camp  is basically difference of having permanent 30 stacks of might on 3000 power build.

Q2: How does one magically start dealing 30 to 45% more damage?

Q3: Isn't this the main reason for server stacking? 

Q4: Why do claim buffs even extend beyond objective walls?

I'm not a top pvper but sure:

A1: They still kill enemies just fine outnumbered in enemy territory.

A2: Same way classes do 6-8x base damage.

A3: No.

A4: That's why its enemy territory.

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16 hours ago, Threather.9354 said:

Questions:

Q1: Can any top PvPers tell me how is this fair? Just camp vs camp  is basically difference of having permanent 30 stacks of might on 3000 power build.

discalculia duells!

30 Stacks of might = 900 power + 900 Conditiondamage....        Claimbuff is maximum +200.....      Your maths are SOO off...

 

 

16 hours ago, Threather.9354 said:

Q2: How does one magically start dealing 30 to 45% more damage?

They dont.... your maths are W0nky...  even if its +200 power and +200 Ferocity.. you are looking at a damage increase somewhere around 15ish%.... again your maths are FAR from reality.

 

16 hours ago, Threather.9354 said:

Q3: Isn't this the main reason for server stacking? 

NO.

 

Edited by Sahne.6950
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7 hours ago, Sahne.6950 said:

30 Stacks of might = 900 power + 900 Conditiondamage....        Claimbuff is maximum +200.....      Your maths are SOO off...

We are talking about 200 power, 200 precision, 200 vitality, 200 toughness = 800 stats in total.

 

Those stats also compound on each other, for example if you have more power, crit chance increases your effective flat damage more. 2k health is maybe easiest to understand it is about 10% total health and since you almost always heal to full after a nonduel fight, you can also take 10% more burst.

Edited by Threather.9354
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7 hours ago, Sahne.6950 said:

They dont.... your maths are W0nky...  even if its +200 power and +200 Ferocity.. you are looking at a damage increase somewhere around 15ish%.... again your maths are FAR from reality.

It is about one side losing resistances and other side gaining. Same for damage. So 2 x 400 = 800.

 

The necessity to deal more damage comes from 3 factors:

1. Since you are dealing less damage = you need to deal more damage. (200 Your offensive stats worth)

2. Since enemy is dealing more damage = you need to deal more damage to match that (200 Your defensive stats worth and 200 enemy offensive stats worth)

3. Since enemy is tankier = You need to deal more damage (200 Enemy defensive stats worth)

 

Now of course "damage" here is misdirecting since you can also make up for it in other ways but it is easiest to understand a concept where you just boost your DPS numbers by 30% to make up for it in case the fight goes otherwise exactly the same. Do note that these super large numbers are just between tower/camp vs tower/camp and there are much larger differences that occur when dealing with keeps.

Edited by Threather.9354
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13 hours ago, DanAlcedo.3281 said:

 

Siege does not do anything against them. Walls should be an advantage but they are death traps in reality. 

Seriously, did you never had the experience of a Boon Ball Blob of Doom at your gate? 

Siege vs siege damage was unjustly halved in past. And shield gens were added to make most defensive siege useless.

That is why you have no tools to defend against a blob outnumbered. So essentially you lost ton of active defenses and decision making for passive defenses. Oh yeah, walls and gates also have less HP these days.

 

Even back in days when siege was balanced blobs could breach inner keeps with trebs but it also gave defenders more time to setup siege, arrange counterattack, attempt wiping enemy few more times or gather numbers. So it was more epic, and there were more real fights and comebacks.

These days there is almost no comeback from barely being able to defend a keep to attacking enemy things: Players don't magically become better.

Edited by Threather.9354
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6 hours ago, Coldtart.4785 said:

The stats barely make a difference in zerg fights. If you don't get cc'd you should never go below 50% and if you do get cc'd without a way out you'll be overkilled so many times over that even +500 stats wouldn't save you.

Are you saying there aren't zerg or guild fights where your party mates survive at 10% health? Or you manage to get revive off in last second? Enemy survived with 10% health? Lost a rallyfight?

It is all of these cases that are affected and they happen all over the map. Open your eyes. There is both math and empirical data to show that these buffs are way too strong.

Edited by Threather.9354
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