November 2nd Balance Changes Discussion



  • blynknzblynknz Member Posts: 1,988
    Shteevie said:

    Tap on the traits to learn the percentages. From the numbers you gave, 30 x [1+.2+.2]= 42%

    @Shteevie, something I wanted to confirm. That Luck does stack together first before it multiples (like in the example you gave), or are they added seperately
    30 x 1.2 x 1.2 = 43.2
  • zbotzbot NML Legendary Moderator, OW Moderator Posts: 7,358

    It's the same.

    .30*1 = 30%


    The original % value is used for both. Please Excuse My Dear Aunt Sally
  • MarkMark Member Posts: 253
    Cool .. I'm looking forward to the changes tomorrow.
  • blynknzblynknz Member Posts: 1,988
    edited November 2016
    zbot said:


    It's the same.

    .30*1 = 30%


    The original % value is used for both. Please Excuse My Dear Aunt Sally

    No its not. Take a calculator and do .3 * 1.2 * 1.2 and see what you get.
    And I know how the order of operation work. But that doesn't mean how its programmed.
    You are taking 20% of the orginal value each time. I am taking 20% of the new value each time, and I just wanted to confirm the way it was done.

  • zbotzbot NML Legendary Moderator, OW Moderator Posts: 7,358

    The operations are different. One is 44% (1.2*1.2) the other is 40%(1+.2+.2).

    - The Lucky trait now increases the chance that other percentage-based traits will take effect by the listed amount.
    - If a Survivor and their Weapon both possess the Lucky trait, both traits will contribute their full values.
    - For example, if a Survivor has Threat Reduction at 75% and also has a total of 20% Luck from their survivor and weapon traits, the total chance for Threat Reduction is 90%.
    In this example, .75 [base chance] times 1.20 [20% luck bonus] = .90, or a total chance of 90%.

  • crambert_neccrambert_nec Member Posts: 1,376
    (sum of base traits) x (1 + ([sum of luck]/100))
    Leader of WATCH TOWER RoD
  • Top8dogTop8dog Member Posts: 738

    @Shteevie I hope this "big" 2.3 update I introduces Dwight Ezekiel and Morgan as playable heroes... not only as Episode 7 pre selected characters.

    Like the sound of that :smiley:
  • Top8dogTop8dog Member Posts: 738

    Was wondering if these balance changes will include anyway of sorting out the over watch system and the threat relation ie:- when a freeman is completely surrounded by walkers,.. Yet he somehow manages to map hop and nail my entire team with one shot,. And the over watch issue of my survivors not targeting the nearest threat,. That can be so annoying at times,. It's like my survivor totally ignores the incoming raider scout to shot a zombie that's of no threat at all,..
    Hope that makes sence
  • ATLAS-ZATLAS-Z Member Posts: 5,178
    Oooooooooo sweet Swift Strike!!! HOW I MISSED YOU!!! Come to Daddy!

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  • MizTyMizTy Member Posts: 1,335
    +1 @BiggyGuyinTWD
    I've been mourning Swift Strike & Charging for almost 2 wks.

    So since I'm unwilling to do the math, would you say it's gonna be better than pre-2.2, same as before 2.2, or worse than (still a nerf) from pre. 2.2?
  • GindyGindy Member Posts: 703
    @Poppy-- seriously thought about necro'ing your February thread :) So many great ideas! Quite a few addressed, but other great suggestions that are still being talked about today.

    On the uselessness of portraits at this juncture, agreed. I think, however, there's lots of room for enhancement in their current state: what if they included HP, and icons for survivor/weapon/armor traits?
  • blynknzblynknz Member Posts: 1,988
    @Shteevie, another clarification.
    Can multiple traits activate at the same time.
    Like Swift Strike & Threat Reduction?
  • PerdtinPerdtin Member Posts: 783

    Oooooooooo sweet Swift Strike!!! HOW I MISSED YOU!!! Come to Daddy!

    It got nerfed right after it got fixed just about. I had the perfect weapon - Silver Interrupt, Gold Luck, Gold Swift Strike in the hands of a survivor with Gold Luck. For that brief period of time when it all worked properly, I still get all misty eyed.
  • MizTyMizTy Member Posts: 1,335
    You didn't get rid of it did you?!
  • MizTyMizTy Member Posts: 1,335
    Thx for doing the math

    I so excited! Swift strike is back & badder than ever! :mrgreen:
  • Camel56Camel56 Member Posts: 568
    So these new percentages such as DODGE lvl 3 - 10%, 4 -12%, 5 - 15% will change Visually? Meaning we would tap the lvl 5 Dodge icon on a survivor and it won't say 15% anymore? Same with gear traits, or is it a hidden under the dash fix?
  • Rick_ZKRick_ZK Member Posts: 296
    edited November 2016
    Changes are live.
    IGN : Rick. Officer in the Cure Family. Number One in Sweden & currently 22 globally.
  • jimmorrison369jimmorrison369 Member Posts: 2,065
    I just got a knife with swift strike (gold) without luck. I truly appreciate that I still get a ( 40% + (20% of 40%) ) 48% chance. This truly improves the usefullness of the trait. Still would've liked having luck on the weapon to, but I won't scrap it now. I love it!

    Swift strike don't need luck at all now. This is a big improvement imo.
  • Rick_ZKRick_ZK Member Posts: 296
    Level 5 luck on survivors are 18% now, is that correct? Shouldn't it be 20%?
    IGN : Rick. Officer in the Cure Family. Number One in Sweden & currently 22 globally.
  • AmigaAmiga Member Posts: 3,770
    Yeah it's 18% but in change note is not stated on which luck lvl we get 20%.
    Of course next step is pink star so probably it isn't correct.
    <img src=""alt="" />
  • JayZJayZ Member Posts: 3,712
    @Shteevie One other thing that has bothered me is with regard to Outposts. Simply put, it makes NO sense that Outpost defenders and zombies don't attack each other. There have been countless times where I could have strategically maneuvered my guys to pit them against each other, yet didn't do so because they simply ignore each other.

    This is totally silly and needs to be fixed for a few reasons:
    1. This removes a huge strategic element in the game. In the last challenge, I could get by some of the higher levels because I was able to pit Freemen and zombies against each other. Doing so did require some very strategic character placement and shot selection. You want to make Outposts fun, and you want players to be able to deploy different strategies, right? Let us be more strategic by changing how defenders and zombies interact!
    2. It's completely unrealistic. I think someone (maybe @zbot?) explained that maybe it's because the defenders have zombie blood on them so they go unnoticed. But even then, if we were REALLY trying to be realistic, would people defending a camp have zombie blood all over them? Probably not. Plus, things like gunshots would still draw attention to those survivors even if they were covered in zombie blood.
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  • NecroboogieNecroboogie Member Posts: 1,108
    @JayZ It was obviously some mad GENIUS... but I don't name names... besides the thread is gone and the link provided by zbot to my..err..the post doesn't work.
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