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Big arena flaw/Unfair advantage


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#1 johnagod

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Posted 28 September 2015 - 20:47

Just a question: How come in non-move tourneys, the 2% rule against defense sets still applies?

 

If player A has 5k attack, 15k defense and 5k damage and player B has 5k attack, 15k armor and 5k damage, then how come:

 

Player B can randomly hit Player A in any turn despite their attack because of the 2% rules BUT Player A can only ever hit Player B for 1 damage per turn until their armor is reduced right down due to fatigue?

 

It puts people using defense sets at a big disadvantage. Can HCS please comment on this?



#2 Kedyn

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Posted 29 September 2015 - 02:17

Unfortunately, before the update of fatigue, all you had to do was Turtle up and wait for 2%. That's one of the main reasons fatigue was introduced.



#3 BadPenny

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Posted 29 September 2015 - 06:41

Guys, its the same concept as hunting, if there's not enough damage, all you'll ever take is 1 hp unless something kicks in, such as PS in hunting, or an arena skill if applicable...

The arena was always pvp in the dark to me, as I like to prepare for a target, rather than blindly hope I picked the right thing to beat the random guy/gal that I will be pitted against... I do know I've always been told never neglect damage for the arena for this very reason.

Just one old lady's opinion

 

 

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#4 andyvince

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Posted 29 September 2015 - 10:24

But if the 2% did not kick in, the Defensive Set would win against Arrmor Set based on Judge's Decision when combat unresolved due to Defensive player doing more damage. So....

On the other hand, I'm not experience enough in Arena myself to know if one have better advantage over the other. 



#5 Undjuvion

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Posted 29 September 2015 - 11:01

But if the 2% did not kick in, the Defensive Set would win against Arrmor Set based on Judge's Decision when combat unresolved due to Defensive player doing more damage. So....

On the other hand, I'm not experience enough in Arena myself to know if one have better advantage over the other. 

 

thats it, max defense would ruin the point of armor/damage which would be a shame... if u are entering non moves youd simply be better taking points out of attack and putting them in damage OR going max attack defense and hope u only run into defense people :)


Edited by Undjuvion, 29 September 2015 - 11:02.


#6 shindrak

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Posted 29 September 2015 - 15:19

As Undjuvion said.. use more balanced setup for non moves ;) you might think Arm/Dmg is 2 stats setup for non moves but that's wrong because they need 3rd stats called "HP" to have chance for 2% so is att/defense they need more damage to beat armor in non moves

 

 

otherwise all players will just go Att/Def in non moves if there's no 2%


Edited by shindrak, 29 September 2015 - 15:19.


#7 johnagod

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Posted 29 September 2015 - 16:24

Unfortunately, before the update of fatigue, all you had to do was Turtle up and wait for 2%. That's one of the main reasons fatigue was introduced.

 

I never said I had a problem with the fatigue system - that's the best part. But how come you can have a 2% chance of hitting against high defense but you don't have a 2% chance to, say, 'pierce' the opponents armor?

 

 

As Undjuvion said.. use more balanced setup for non moves ;) you might think Arm/Dmg is 2 stats setup for non moves but that's wrong because they need 3rd stats called "HP" to have chance for 2% so is att/defense they need more damage to beat armor in non moves

 

 

otherwise all players will just go Att/Def in non moves if there's no 2%

 

I know, that's the whole point of HP... to stop dying after 10 turns in an armor set up. But what if it was the case of someone going max armor and say a few hundred HP against a defense player... they'll just have lots and lots of turns to get that 2% rule?



#8 Leos3000

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Posted 29 September 2015 - 17:45

I never said I had a problem with the fatigue system - that's the best part. But how come you can have a 2% chance of hitting against high defense but you don't have a 2% chance to, say, 'pierce' the opponents armor?
 
 

 
I know, that's the whole point of HP... to stop dying after 10 turns in an armor set up. But what if it was the case of someone going max armor and say a few hundred HP against a defense player... they'll just have lots and lots of turns to get that 2% rule?


To answer the 1st part, it is because there are a limited amount of combat rounds. Without 2% you could just stack defense and hit 1 each time till it runs out of turns.

#9 johnagod

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Posted 29 September 2015 - 18:08

To answer the 1st part, it is because there are a limited amount of combat rounds. Without 2% you could just stack defense and hit 1 each time till it runs out of turns.

 

 

Should get rid of the 100 turns then. Or introduce a 2% rule against armor. I don't see why people don't see the current system as a problem



#10 shindrak

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Posted 30 September 2015 - 15:16

I never said I had a problem with the fatigue system - that's the best part. But how come you can have a 2% chance of hitting against high defense but you don't have a 2% chance to, say, 'pierce' the opponents armor?

 

 

 

I know, that's the whole point of HP... to stop dying after 10 turns in an armor set up. But what if it was the case of someone going max armor and say a few hundred HP against a defense player... they'll just have lots and lots of turns to get that 2% rule?

Then they lose to more focused damage armor/dmg setups ;)

each setup lose to another so its all about your luck on who are you doing to meet

 

Example on how arena setups work

 

lets say each letter is kind of setup Y,X,Z,S...

 

X beats Y

Y beats Z

Z beats X

S beats X and Y

Z beats S and X

 

 

It's all about possibilities on what kind of setup you are going to meet ..

 

Work out on making your unique kind of setup ;)


Edited by shindrak, 30 September 2015 - 15:16.


#11 yodamus

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Posted 30 September 2015 - 18:14

Then they lose to more focused damage armor/dmg setups ;)

each setup lose to another so its all about your luck on who are you doing to meet

 

Example on how arena setups work

 

lets say each letter is kind of setup Y,X,Z,S...

 

X beats Y

Y beats Z

Z beats X

S beats X and Y

Z beats S and X

 

 

It's all about possibilities on what kind of setup you are going to meet ..

 

Work out on making your unique kind of setup ;)

excellent post, i have been playing arena for quite awhile and i have never seen anything really unfair about how it works, yes there is a bit of luck on the variance, the match-ups, the timing of when you join as to who is in the tourney, i dont have the best gear, but i can win, and that part is good because if the best setup always won, you would have very few players in arena... the 2% rule works fine to me, sometimes in my favor, most of the time not in my favor ( probably the case for most players) - but still fair to all

 

fatigue was a great idea as it does help favor the better setup, but does not automatically lead to a win for the better setup and usually keeps the matchup from going to a judges decision

 

i cant remember the last time a matchup went to a judges decision after 100 rounds ( i still thought it was 60 rounds) so the rounds dont really come into play unless i am missing something

 

and we all get to choose our own setups and  combat move setups - that is why arena is so great ( you never really know how the outcome will be)


Edited by yodamus, 30 September 2015 - 18:16.



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