I tweaked it & give it a try. It was different & worked well enough & I learned a few things in the process. I also found my 4th player, that I used, had inventory discrepancies. I was going to flame UBI/Massive but with some research & adjustments all is ok. I hope my next dream has vivid details!N3mB0t
No, keep dreaming and theory crafting , use other players examples as templates , you never know if it will be fun until you try, it doesnt have to be always about maximum efectiveness, even now you just learned something useful for the future , point is that even if it doesnt end up a dream build you will surely learn something new to carry on to the next.
you are right , but i also feel that it should hit a bit harder than 25% at full stacks , original striker in D1 gave 100 %, that was OP and still is to this day, but i think 50 % for something that decays a stac a second isnt too far fetched.Originally Posted by LurchUSA Go to original post
I think someone did the math and it does not end up like that, it actually does more damage because it goes around multiplying it instead of just adding. For example making the numbers easier to understand here instead of flat 1% increment per stack so 2 stacks is not just 1.02 times damage it's 1.01*1.01 which results in 1.0201, while that doesn't seem much, when you apply that to 50 stacks of 1% instead of 1.50 you would get 1.644 that has 14% more damage than what people would thinkOriginally Posted by N3mB0t Go to original post
Fiddled the numbers a bit just to make changes more obvious but you do actually get more power than the game says
ahhh ok , if that is the case then its good , i was under the impression that striker in D1 was multiplicative too.Originally Posted by xcel30 Go to original post
Here's the bigger question, why change Striker at all? Just bring it over as is from D1.... Classy and all. There was ZERO need to 100% start over and not have any call backs that matched exactly, but Massive gotta Massive.Originally Posted by N3mB0t Go to original post
Because striker was OP? in general D1 used waaay higher damage buffs and multipliers if you looks back so both player and enemies were tankiers, heck to kill an heavy you need more than a full extended magazine of Big alejandro with classified striker to the face.Originally Posted by TxDieselKid Go to original post
It's easy to see that they want to avoid the first game mistakes, they don't want people get revived all the time so the revive hive has very long cooldown and there is no nomad gear set here. They don't want people to be tanks that can be DPS with bleed so OD gear set is focused more on getting damage buff on the ammo than causing super bleed like predators, and lastly they don't want people being super DPS tanks by stacking a whole lot of striker buffs like it was in the first game.
Striker definetly needs a buff on making so the decay can becountered somehow (new talent that makes so every kill you get 5s where don't lose stacks if you miss) or just adjusting the time and how fast you lose stacks, lots of the time is server having trouble counting the shots. I mean if i use a vector with over 45 bullets and empty two magazines in a heavy riker shield without missing due sheer size of the target but the game game only says i have 60 stacks instead of 90 then something is off
i wouldnt be too suprised if one of their moves to " find new ways for players to progress" was to introduce classy gear like they did in D1, not sure i would like that , it would be warlords all over again making us grind for gear on repeat mode , what i want is the exact oposite, if im going to pay for the content i want new situations to use my hard earned setups in.Originally Posted by TxDieselKid Go to original post
Precisely! This is why it's so important to do the math to figure out what the damage really is, rather than just guessing, because the guesses can be out by a lot.Originally Posted by xcel30 Go to original post
My go-to example for this is with weapon damage, for which you can easily get a 130% buff (watch, specialization, weapon, 6 red cores on gear), giving 2.10 times your base weapon damage. A talent or whatever that adds 25% weapon damage gives you 2.35, a talent that adds 15% total weapon damage (a separate multiplier) gives you 2.10 * 1.15 = 2.41. So 15% is 7% more than 25%, in this case.
And the game will, seemingly deliberately, mislead you to some degree on what's getting buffed. For example, not only are the two names of the different multipliers above similar, but in talent descriptions they are usually styled as "increases weapon damage" or "increases total weapon damage," emphasising the part that looks similar and deemphasising the word that makes a key difference.