Reality Break
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กำลังแสดง 1-15 จาก 16 ความเห็น
Bear in mind that the Damage Reduction formula is a simple asymptotic curve; you'll never hit 100%, but you can get pretty close enough to reduce the enemies completely impotent.

You could, instead, opt to swap out some of the insane amount of armor for more firepower so that you can actually kill things; which I get doesn't provide any benefit in The Vortex.. I suspect it won't be long before a mechanic is introduced that will reduce the amount of RP gained from basically sitting there and instead award more for killing stuff in The Vortex.

After all, the task is to "Fight until you cannot", and not "Be an immortal pincushion until you get bored and off yourself in the Miasma". :D
I got x488 Armor on an item
https://steamcommunity.com/sharedfiles/filedetails/?id=3426358234

Then got a gun that does 506% armor damage in an aoe around its target every so often.
https://steamcommunity.com/sharedfiles/filedetails/?id=3426358391

Now if I just stack armor it makes me tankier and do more damage. I managed to get a drone with another x200 armor on it, so now my armor is over 800,000,000. Which means I do about 8 Billion in aoe damage every few seconds to everything but the thing I'm shooting. It's hilarious.
The operator rewrites seem a bit unbalanced at the moment.
courtney  [ผู้พัฒนา] 13 ก.พ. @ 3: 04pm 
โพสต์ดั้งเดิมโดย Svlad Cjelli:
<snip xArmor shenanigans>

Which means I do about 8 Billion in aoe damage every few seconds to everything but the thing I'm shooting. It's hilarious.
Okay I lost it laughing at this 🤣

Yeah, the operator rewrite needs a massive adjustment.
โพสต์ดั้งเดิมโดย Hatter:
The operator rewrites seem a bit unbalanced at the moment.
Hey, no nerfing, thats ehy we came from Diablo =)
โพสต์ดั้งเดิมโดย Groom:
โพสต์ดั้งเดิมโดย Hatter:
The operator rewrites seem a bit unbalanced at the moment.
Hey, no nerfing, thats why we came from Diablo =)
โพสต์ดั้งเดิมโดย Groom:
โพสต์ดั้งเดิมโดย Groom:
Hey, no nerfing, thats why we came from Diablo =)
There are also things like multiply by 4% which is a huge nerf. On the whole it should be fixed. Ridiculous builds are fine but currently x400 to x1000 is taking it way beyond that.
Do you still get collision dmg ? I haven't get that high armor like you but enough to negate 85% incoming dmg and still randomly get oneshoted by ramming into mob or get rammed by mob when screen too crowded.
โพสต์ดั้งเดิมโดย Groom:
โพสต์ดั้งเดิมโดย Hatter:
The operator rewrites seem a bit unbalanced at the moment.
Hey, no nerfing, thats ehy we came from Diablo =)

"No nerfing" is precisely the reason that D3 became such a horrifly number-inflated catastrophe, because the devs promised they'd never nerf anything, and thus every change they made had to be inflating everything else everywhere, rinse and repeat. That was one of the worst promises they've ever made.

Operator modifiers are absolutely broken and need to be *fixed*.
"Nerf" is a word used by people who do not care about structure or balance and just find it fun to stomp through everything abusing what is broken, because they do not care about acdtually engaging in the content and tackling the challenges.

Operatior values should be multiplicatives (additive to eachother though), while everything else should be additive, as that would give them purpose and meaning, but 200%, or even 300% on a single modifier multiplicatively should be considered exceptional or even excessive.
Or it wouldn't be so much of a problem to be able to gradually continue to grow your stats to reach the hundreds of CL, but that should be a progression, not a galactic level RNG spike because you found a single piece of blue gear that transformed your little peashooter pistol into a 62000mm quasi-deminsional pulsar powered railgun that you picked up from tripping over a cat.
โพสต์ดั้งเดิมโดย Groom:
Hey, no nerfing, thats ehy we came from Diablo =)
I'd also like to add I eventually achieved 14 billion armour and even having the time run out in the miasma couldn't kill me.
I also found one that had x armor but also armor-based DPS on one item, zapping for 8bb.

https://steamcommunity.com/sharedfiles/filedetails/?id=3427464049
โพสต์ดั้งเดิมโดย courtney:
โพสต์ดั้งเดิมโดย Svlad Cjelli:
<snip xArmor shenanigans>

Which means I do about 8 Billion in aoe damage every few seconds to everything but the thing I'm shooting. It's hilarious.
Okay I lost it laughing at this 🤣

Yeah, the operator rewrite needs a massive adjustment.
I agree that the xOperator stuff is strong enough to become silly, but is there any chance that rework (or rewrite... ba dum tss) could also involve mitigating the "x0.n" situations where a majority of affixes (any that do not normally go to 100% or higher on a single, un-rewritten affix) are summarily useless?
Also on that same note, can the Loot Filter be made to filter by Rewrite types? Options like looking for Operator rewrites specifically, or only items with 2+ Rewrite Paths, or only items with a Rarity Rewrite (or including the Rarity Rewrite in the existing loot filter up to its highest tier, rather than original drop value) or would that be too much work at this stage? (totally understandable if so)

Also on the topic of silly items, I made this! https://i.redd.it/zoioaxj6a4je1.png
"+963,003.7% Critical hit chance"

The method for this was... very specific, but didn't actually use Extraction! I got an odd item that had BOTH a Value rewrite, and a Type rewrite on the same Affix! So it started as +Armor, which I upgraded twice, then saw the Type rewrite and I changed it to Crit Chance before I had the Pulses to do the final Value rewrite, and it still listed that rewrite as "Armor" so I tried it... and it became this!
โพสต์ดั้งเดิมโดย Freya Crescent:
Also on the topic of silly items, I made this! https://i.redd.it/zoioaxj6a4je1.png
"+963,003.7% Critical hit chance"

The method for this was... very specific, but didn't actually use Extraction! I got an odd item that had BOTH a Value rewrite, and a Type rewrite on the same Affix! So it started as +Armor, which I upgraded twice, then saw the Type rewrite and I changed it to Crit Chance before I had the Pulses to do the final Value rewrite, and it still listed that rewrite as "Armor" so I tried it... and it became this!

Looks it was trying to apply that "unused" armor value as a multiplicative multiplier for the crit value. Interesting.
This is hilarious - Makes sense though, as the value and the stat ID said value applies to are separate internally. Would need another special case accounting for increasing both values in an arbitrary order the way a player would expect, I think
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กำลังแสดง 1-15 จาก 16 ความเห็น
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