View Full Version : What happened to might with patch
Archived Post
09-22-2009, 04:45 AM
I have a might toon lvl 24 and after the patch I am stomped into the ground by 3 mobs type viper one villian 2 henchman.
Archived Post
09-22-2009, 04:55 AM
We got nadda - no love for might that I can see.
Archived Post
09-22-2009, 04:59 AM
The thing is, damage resistance from stats "physical defense" and "energy defense" has been drastically reduced. I THINK I used to have it around 25% resistances on my main earlier, now its 19%, from same amounts of physical defense and energy defense. And as far as I know this is across the board, all sets, all characters.
IS THIS INTENTIONAL?!
edit: I see nothing hinting at this in the patch notes.....
What the hell Cryptic... Did you just 'accidentally' nerf all characters across the board without telling us?
Archived Post
09-22-2009, 05:15 AM
Looking over the combat logs the damage is NOT being mitigated by the same amount in my character tab. Also the soldier henchmen are hitting me as hard as the damn villain is.
I am averaging 79% itigation on sonic
AND
78% on particle
the reall kicker is how much I am getting hit for:
161,180,190,289,319,259,277 ... THAT IS ONE FRIGGING MOB
not the damage from the other two.
On my character sheet says I have 57% energy and 55% physical defense.
What is up?
Archived Post
09-22-2009, 05:43 AM
The thing is, damage resistance from stats "physical defense" and "energy defense" has been drastically reduced. I THINK I used to have it around 25% resistances on my main earlier, now its 19%, from same amounts of physical defense and energy defense. And as far as I know this is across the board, all sets, all characters.
IS THIS INTENTIONAL?!
edit: I see nothing hinting at this in the patch notes.....
What the hell Cryptic... Did you just 'accidentally' nerf all characters across the board without telling us?
The defense was not changed. though tooltips is not giving the correct values still.
The combat change was to cap bonus from super stats. so if you were well above 32% then you will kill slight slower.
Archived Post
09-22-2009, 08:17 AM
Try unequipping and requipping your gear and check your stance. There was supposedly a bug where the stance was auto changed and gear wasn't applying on login. I don't know if it's already been fixed, but worth checking.
Archived Post
09-22-2009, 09:21 AM
Something is fishy alright, didn't see my damage resistance go down. All I know is that level 40 viper henchman shoots me for 400s.
I would say mobs got an overall damage increase. But maybe I'm getting delusional.
Archived Post
09-22-2009, 09:54 AM
I did try re-equipping just now and no change I am still only getting about 21% damage reductions and I have to say fight 3 mons in one spawn is really hard.
Archived Post
09-22-2009, 01:27 PM
The defense was not changed. though tooltips is not giving the correct values still.
The combat change was to cap bonus from super stats. so if you were well above 32% then you will kill slight slower.
Super stats only affect damage inflicted yes/no?
We are talking about damage mitigation here.
Archived Post
09-22-2009, 03:58 PM
I agree that it must be a bug or the toughness of the game has been tweaked a bit too high.
Trust Me I know how to judge if something(one) is too high.
Here's how my first combat foray went with my lvl 21 MIGHT hero w/ invulnerabilty, str 97/con 98, 3772 hp.
I decided to do the mission "Hunter-Patriot games", a lvl 21 mission in fact-equaltomy current level.
I'll judge by stars lost;
stars 1-3: Entered area of mission decided to attack a commando(villian) and two soldiers(henchmen),both
lvl 21 to me. Opened with Mighty Leap(r1.bullrush) and opened on one of the henchmen. After I
landed some KB,struck twice with my Uppercut and blocked once to stop a powered up attack
the villian - I'm at just about 1/2hitpoints. I hit my thunderclap for a stun - it works for 2 seconds.
Defensive Combo, Enraged, Blocking, Beatdown, ALL my powers seemed weakned and
completely subpar. Despite all my efforts hte three opponents chew thruogh like a stuffed doggie
toy.
star 4 : Same thing happens except I win once ONLY because the commando dropped a green boost.
I don't think my might hero is a powerhouse by any means, but he has always been tough enough to hold his own against such simple opponents before. This time it is not the case.:(
Maybe Adam Sessler was right and CO is a great game as long as you don't pick a melee based hero. I all can say is that MIGHT is weak and Invulnerability doesn't seem to be much of a defense.
My second hero was a lvl 18 TELEKINETIC w/ Personel Force Field, Dex83/Ego 81, 2400 Hp. I tried my lvl 18 mission "Mind Blown in MC". I had little to know problems fighting 3-4 henchmen at a time. My dammage was excellent with a good rate of Crits to boot. Thanks to my Telekinetic Wave and Force Eruption, I was able to keep my targets off balanceand dish out dammage fast enough to take themdown first. I did this several times and completed the mission.
Never died and went below 1/2 hitpoints. All was fine until I attacked a solitary Master Villian, he turned me into worm food very fast. I expected a tough fight but I also expected a ghost of a chance to win too. This Master Villian had me too 1/4 hp and then dead before I could get him past the 1/3rd mark. Even with blocking his dammage output far outwieghed my own.
Overall I can't blame anybody for this,niether PvP or PvE. I do think that the melee classes are being shafted on playability, holds-stuns and knockback or vital, all the passive defenses/offenses need a little love,and that somebody turned the toughness up too high. I know about being too high:D
I haven't seen any evidence of my items being any weaker now than before the patch.
Hopefully the Dev's will make a good fix and things will get better. How ever it goes, I got a 6-month sub - SO I'mhere to stay.
Archived Post
09-22-2009, 04:19 PM
Its a bug
Linky:
http://www.champions-online.com/node/594222
I will be fixed hopefully in a quick patch by tonight.