You completely missed my point. Of course you can keep adjusting your proposal and making things more complicated whenever someone points out a flaw.
Thing is, you're just throwing random ideas around without much thought behind them and acting like implementing PvP is really simple when it's not nearly as simple as you made it out to be in the OP.
My friend, I revised the OP to solve grammar issues, and to make things clearer so people such as yourself, could understand the points better.
I didn't completely miss your point, as I've addressed it several times over, in multiple responses across this topic. Please read the thread, before accusing me of delivering a Jay Wilson solution to the feedback I'm getting.
Things are simply not more complicated. They're elaborated.
You say 100k dps translates into 625 dps, correct?
625 dps is both relative, and recognized by skills. Spectral blades, for example, does 165% weapon damage. Not including runes.
625 becomes 1031.25
Criticals landing multiple times in succession, at 25% chance, could turn that into 1500-2k dps as it were.
Now, lets factor in hydra(67% damage), venom magic weapon(5% damage/second), deep cuts(15% damage/second), blizzard, arcane orbit, explosive blast... I'd alpha for like 10k, with 6s cd on explosive - and be doing closer to 4-6k dps over the course of the fight. And if my target didn't fight back, I'd surely kill him, standing still, in a good 10 seconds.
10 seconds is quite some time, in pvp fighting games. Ever play borderlands? The duels in that last a total of .5 seconds. 1 shot kills. Dueling in d2, lasted a whopping 1.5 seconds, with latency.
I mean, yes, you're right. I moved on from your point. But I didn't, as well. I addressed it, several times over.
With 2k regen, 1k life on hit, 5% lifesteal and the two monk healing skills every 10 seconds, I'd still kill the monk with my 100k dps if he stood still healing himself.
But then, I'd also die, despite having more damage than him - because all I have is diamond skin. He'd need less dps, less tank and more running around, to kill me. Because skill matters, too.
Heh, I added in diamond skin... That's 7 skills. I wish. Take out arcane orbit, and add in a defensive skill - probably smart in pvp, eh'? The result is the same. It's significant enough damage to make a fight last 10-20 seconds, given the target is dynamic, not static.
Yeah.... you say you got my point, but you still don't. If you did, you wouldn't post another huge wall of text about life regen when that was just a random example and has little to do with the point I was making.
Either way I'm done here. I'm saying PvP is not as easy to implement as you think it is, if you refuse to believe that then that's fine, I really don't care either way.
I agree with you but based on all the discussions, I think you have to agree that is not easy like you said!
Nice PVP system, but can you do the math with a skill that deals 800% weapon damage?
And what is your suggestion for a 7 second stun? (monk skill) I think this stun is overrated!
Correct me if i am wrong, but lets say an average geared monk reaches(even momentarily) 200k dps with Breath of Heaven and Blinding Flash, which is quite easy, Seven Sided Strike deals 2310% weapon dmg in 7 strikes. So :
so it is 4.620.000 / 7 = 660.000 dmg per normal hit
with 400% crit dmg which is common, a critical hit from SSS is 660.000*4=2.640.000 dmg
so at around 40-45% crit chance will mean that probably will be getting 4 normal hit and 3 crits and that is 4*660.000 + 3*2.640.000 = 10.560.000 during a full SSS pre-mitigation and reduction.
With 50 armor reduction this gets 10.560.000*0.5 = 5.280.000
With 75% resist this becomes 5.280.000*0.25 = 1.320.000
with 95% reduction we get 1.320.000*0.05 = 66.000 dmg during a full SSS
It's allready an overkill but add to that 48% more dmg taken from Mantra of Conviction : Overawe and thats 97680dmg
So basically an average geared monk can do 97680 dmg during around 3 secs even with 95% dmg reduction while being immune.
Plz someone correct me if i am wrong couse that seems OP!!
Okay so, those of us wanting pvp, this is all blizz needs to do;In the options menu, beside *Enable monster power selection* enter an option to 'Enable PvP level ranges.'****Notes****Now, how to implement PvP:Make ALL DAMAGE DEALT do 5% of normal damage, to players. *(This means, if you do 100k dps, you're doing 5k dps. They'll mitigate armor, then resistances, then playerskills. Respectively. Assuming the average dps is 100k, pvp dps is 5k. 50% of that is 2.5k. 75% of that is 625 dps. If you're using skills, like hydra, or frenzy, you're hitting for 4-6 times per second, in effect. You'd easily do over 2500 dps to someone, given the stats mentioned. Assuming your build was completely offensive. You'd also likely die in the same amount of time you'd kill someone of equal strength or greater. Mind, this method is designed to give you a fighting chance, if you're fighting someone with 100k dps, and you have 50k dps, you will do 2.5k base to their 5k base. If you have life on hit(which they won't have as much as a result of having more dps, you'll potentially beat them.)
02/04/2013 07:27 AMPosted by UndeadmonkWhy not simply modify incoming damage? It's a perfectly sane idea.
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