@Fluxxx I tested 10% Lethal weapon trait with and without damage badge on Abe, took his 22% LT damage bonus in consideration.
Visually: looks like now Lethal adds 10% bonus to Total base damage (base dmg + weapon dmg without lethal) BEFORE Abe's LT and badge bonuses are applied. Therefore, Lethal does not give % boost to badge or LT damage. Visually at least.
Is it true for Marksman and Strong as well? Is it only visual or NG intended it that way?
Total Base dmg with 22% LT, no dmg badges, no lethal: 8720
Total Base dmg without 22% LT, no dmg badges, no lethal: 8720 ÷ 1.22 =~7147
With 10% Lethal applied: 7147 + (7147 x 0.22) + (7147 x 0.10) =~ 9434
With 17% Dmg badge (no set bonus), no lethal: 7147 + (7147 x 0.22) + (7147 x 0.17) =~ 9935
With 17% dmg badge (no set bonus), 10% Lethal: 7147 + (7147 x 0.22) + (7147 x 0.17) +(7147 x 0.10) =~ 10649
Ok upon further investigation it seems to be a UI issue only - your damage in combat should be correct (higher). What happened here, is that the damage boosting traits do not take into account the increased damage from weapon upgrades.
Example:
Strong: +10% total damage
So if you had an un-upgraded weapon equipped, the displayed total damage should be correct, let's say it's 1000. Now, you upgrade the weapon, and the damage goes up by 100. Now, taking into consideration this UI issue, total damage shows as 1100, whereas the correct amount would be 1110, because Strong also applies to that extra damage that you got form the update.
EDIT: Seems there might be more to it than what I outlined above, so we'll continue to investigate.
For me the updated values look correct, but the formula has changed, especially for flat badges, which are added to the base damage before the multipliers now, instead of just getting added at the end:
Oh god, I regret clicking this thread now. Death by math .
What I want to know is, should I try to get marksman back for Sasha? Is it now worth having? I don't need to know about strong as anyone who needs strong, still has it 💪.
@WellyLuga too early to say. Waiting for @Fluxxx with a final verdict on what new calculations are supposed to be, and visual vs actual values.
The new way it's calculated and visualized at the moment - you get approx 1-2% total dmg boost by switching to Marksman, depending on how good your dmg badges are. The better your % badges are the lower overall total dmg boost (percentage-wise) Silly, I know.
Oh god, I regret clicking this thread now. Death by math .
What I want to know is, should I try to get marksman back for Sasha? Is it now worth having? I don't need to know about strong as anyone who needs strong, still has it 💪.
With marksman you had about 10k more damage before on charge attacks, now it should be about 15-20k, depending on level/badges. I like marksman over revenge on sasha, because especially sahsa with harpoon has lots of charge attacks and revenge often works only 2 times in high end maps, when the allies get one shot by 50+ walkers...
Yeah that's my thoughts. She has 16,400 with the harpoon without marksman at 8*. A 17% boost to total damage should boost her above 19k.
I like revenge for the extra attacks for charging/kills and the boost from marksman was never worth considering changing it. The amount of time revenge breaks a struggle and leads to another hit/death has been ridiculous of late...
Just checkin in - Our team is also looking into some other reports at the moment, so I will hopefully be able to give you guys an update on this either tomorrow or Friday!
Just checkin in - Our team is also looking into some other reports at the moment, so I will hopefully be able to give you guys an update on this either tomorrow or Friday!
@Fluxxx it's Friday Some people are sitting on reroll tokens for Revenge > Marksman waiting for your feedback on what new calculations are supposed to be vs how it's shown now.
Hi 🙉 The cause of the lower/nearly unchanged damage values is as @paeaeaesch pointed out - %-badges used to be one of the only boosts to total damage, but as we switched a lot of these traits to total damage, their multiplier was included with badges (so they stack together additively). Simply put, in the old implementation we used to have a bigger number with a smaller multiplier, due to the fact that traits like Marksman applied before badges. Whereas now, we have a smaller number with a bigger multiplier, resulting in roughly the same damage values.
This is of course not what we intended to do by introducing this change, so we've been looking into and testing an altered formula that would actually result in higher damage values, by having badges boost your damage at the end.
This change should hopefully be included in an update, most likely sometime this week. Other than this, the update focuses on bug fixes related to Negan's trait
@Fluxxx Why are you still using flat badges with such problems (problems in preview, formulas) in game instead of change them all, in all accounts to similar quality percentage badges? They cannot be create any more - what's the point in such a mess?
I am sure it is because many lower level players who play without taking advantage of the flat badges would be upset with the significant amount of damage the would lose. I know on my 2nd account I have many flat rate badges on my heroes and I would lose much damage if they swapped out. FYI I dont have a low level high damage account to play specifically in GW.
Then give all the players an upgrade booster and free crafting pack and put up an in-game link to crafting videos. Update the game, say here's your free crap, then everything is fine.
Comments
Before update
After update
Where is the Increasing? DD characters became weaker after such "increasing" perks!
Similar to the bug where the season missions' profile pics show dmg without Marksman/Strong.
displayed dmg higher but real dmg same as before update
I tested 10% Lethal weapon trait with and without damage badge on Abe, took his 22% LT damage bonus in consideration.
Visually: looks like now Lethal adds 10% bonus to Total base damage (base dmg + weapon dmg without lethal) BEFORE Abe's LT and badge bonuses are applied. Therefore, Lethal does not give % boost to badge or LT damage. Visually at least.
Is it true for Marksman and Strong as well? Is it only visual or NG intended it that way?
Total Base dmg with 22% LT, no dmg badges, no lethal:
8720
Total Base dmg without 22% LT, no dmg badges, no lethal:
8720 ÷ 1.22 =~7147
With 10% Lethal applied:
7147 + (7147 x 0.22) + (7147 x 0.10) =~ 9434
With 17% Dmg badge (no set bonus), no lethal:
7147 + (7147 x 0.22) + (7147 x 0.17) =~ 9935
With 17% dmg badge (no set bonus), 10% Lethal:
7147 + (7147 x 0.22) + (7147 x 0.17) + (7147 x 0.10) =~ 10649
FuriousMoldovan's NML Glossary & Guild Wars Difficulty Guide
What happened here, is that the damage boosting traits do not take into account the increased damage from weapon upgrades.
Example:
Strong: +10% total damage
So if you had an un-upgraded weapon equipped, the displayed total damage should be correct, let's say it's 1000.
Now, you upgrade the weapon, and the damage goes up by 100. Now, taking into consideration this UI issue, total damage shows as 1100, whereas the correct amount would be 1110, because Strong also applies to that extra damage that you got form the update.
EDIT: Seems there might be more to it than what I outlined above, so we'll continue to investigate.
Old Version: (Base DMG * (1+ Abe/Jesus Boost) + Weapon DMG * (1 +Strong + Lethal) + Flat Badges) * % Badges
New Version: (Base DMG + Weapon DMG + Flat Badges) * (1 + Abe/Jesus Boost + Strong + Lethal + % Badges)
What I want to know is, should I try to get marksman back for Sasha? Is it now worth having? I don't need to know about strong as anyone who needs strong, still has it 💪.
The new way it's calculated and visualized at the moment - you get approx 1-2% total dmg boost by switching to Marksman, depending on how good your dmg badges are. The better your % badges are the lower overall total dmg boost (percentage-wise)
Silly, I know.
FuriousMoldovan's NML Glossary & Guild Wars Difficulty Guide
I like revenge for the extra attacks for charging/kills and the boost from marksman was never worth considering changing it. The amount of time revenge breaks a struggle and leads to another hit/death has been ridiculous of late...
Je ne comprends pas pourquoi il y a que des pertes chez moi et encore je ne montre pas tous. Même mes chasseurs ont perdus en puissance.
pas tout à fait, le trait de leadership de Sasha est donné à toute l'équipe, mais le trait de leadership de Negan n'est pas
Our team is also looking into some other reports at the moment, so I will hopefully be able to give you guys an update on this either tomorrow or Friday!
Some people are sitting on reroll tokens for Revenge > Marksman waiting for your feedback on what new calculations are supposed to be vs how it's shown now.
FuriousMoldovan's NML Glossary & Guild Wars Difficulty Guide
Any news @Fluxxx?
The cause of the lower/nearly unchanged damage values is as @paeaeaesch pointed out - %-badges used to be one of the only boosts to total damage, but as we switched a lot of these traits to total damage, their multiplier was included with badges (so they stack together additively).
Simply put, in the old implementation we used to have a bigger number with a smaller multiplier, due to the fact that traits like Marksman applied before badges. Whereas now, we have a smaller number with a bigger multiplier, resulting in roughly the same damage values.
This is of course not what we intended to do by introducing this change, so we've been looking into and testing an altered formula that would actually result in higher damage values, by having badges boost your damage at the end.
So the current formula after the update is:
and the one we're testing now is
This change should hopefully be included in an update, most likely sometime this week. Other than this, the update focuses on bug fixes related to Negan's trait
I assume the formulas will apply to Marksman as well, you haven't mentioned it.
(Base DMG + Weapon DMG + Flat Badges) * (1 + Abe/Jesus Boost + Strong/Marksman + Lethal) * (1 + % Badges)
Correct?
FuriousMoldovan's NML Glossary & Guild Wars Difficulty Guide
Why are you still using flat badges with such problems (problems in preview, formulas) in game instead of change them all, in all accounts to similar quality percentage badges?
They cannot be create any more - what's the point in such a mess?
Plug the leaking hole.
Your formula doesn't work in combat
look in to more carefully