FOnline: Ashes of Phoenix

Game improvements => The Lobby => Topic started by: FrankenStone on February 19, 2015, 07:19:35 AM

Title: Psycho Rework
Post by: FrankenStone on February 19, 2015, 07:19:35 AM
pls rework psycho because its useless now ... i suggest something like this since bleed is real :

+30 Bleed Res
+2 Strength
-5 Perception
-0.2 AP Regeneration+
Title: Re: Psycho Rework
Post by: RazorRamon on February 19, 2015, 08:32:42 AM
yes
possibly even more bleed resist than 30
Title: Re: Psycho Rework
Post by: FrankenStone on February 19, 2015, 08:39:59 AM
yeah i thought about that aswell but it definatley needs a rework becuase tradeoff is high with -5 pe

and atm its useless because loosing bleed resistance and converting dmg into bleed is kinda getting killed even faster now :D
Title: Re: Psycho Rework
Post by: S1mancoder on February 19, 2015, 10:28:02 AM
This is even worse than it's now.
Learn how bleed resist works. It will NOT reduce bleed damage inflicted to you. Only speed it will apply (resulting in real dmg), that's all.
And difference between 30 and 60 bleed resistance is about 11% in terms of speed of bleed convertion to real dmg.

Psycho now is useful, but better set it to 30% dmg-to-bleed from current 20%.
Title: Re: Psycho Rework
Post by: Niamak on February 19, 2015, 11:43:03 AM
If you have 1 PE, I guess it's okay.  ::)
Title: Re: Psycho Rework
Post by: FrankenStone on February 19, 2015, 12:07:43 PM
its total shit now , then tell me how it works since noone knows real formula to it ...-Changed Bleed Resist now ticks every second for Bleed / (1 + log( 1 + cr.Stat[ST_BLEED_RESISTANCE])) damage; since bleed ticks now every second i dont see any point of that drug because bleed resistance has nuthing to do with tics for every second i just tested it with different modules and vodoo and psycho ...
u are correct that psycho reduces alot of direct damgae but the problem i see are the new tics with low bleed resistance , however the +ST is a plus since its in formula and it works somehow , becasue u gain very fast a high bleed amount and from what i see the higher the bleed amount the more direct damage u take from bleed per tic . since we dont know the whole formula we can only assume but around 30 bleed and eveything over it u gain 10hp direct dmg and i guess if your bleed is higher its even more , thats why this drug is useless ... on the orther hand i noticed if u buff only bleed resitance that bleeding stops at higher amounts of bleed values  for example at 10hp which means every dmg with a weapon that caused bleed that isnt above 10hp bleed wont inflict dmg , i think its a huge bonus ... its just a matter of how the bleed formula looks like because ramen is right that to make it workable we would need more bleed res for it but i dunno what hapopens if u reach 100 bleed res since i dont know how formula looks but its obvious that ST your armor and bleed resistance play a huge role in Bleed ... and negating 20hp bleed into zero dmg would be to tanky i guess :D
Title: Re: Psycho Rework
Post by: Shura on February 19, 2015, 01:30:48 PM
Having 100% bleed res atm mean that you will take 33% of the amount of bleed you have every second.

Edit : before last bleed res change. The bleed damage tic at 1/6 of bleed amount (max 60 damage) at every tic (time between tic was dependant of bleed res)
Title: Re: Psycho Rework
Post by: S1mancoder on February 19, 2015, 02:24:23 PM
FrankenStone
You wrote the formula, why are u saying noone knows it?
Psycho will give you 1-3 additional seconds to apply FA or move to cover before you will go to -HP, that's the dmg-to-bleed effect. Bleed resistance reduction is not really critical unless it will go below 9. So having 15 to 20 is almost same as 35-40.
Also, +2 ST is nice.

Ofc its not OP at all, it is a quite situational and limited usefulness drug.
It should be buffed abit, but not the way initially suggested here, as I see it.
Title: Re: Psycho Rework
Post by: PusiteGA on February 19, 2015, 02:40:58 PM
make psyho add - AP to spears
Title: Re: Psycho Rework
Post by: SnowCrash on February 19, 2015, 03:19:28 PM
Make Psychopath (armor trait and perk) have double effect while you are under the effects of psycho.
Also buff Psychopath perk, its useless atm
Title: Re: Psycho Rework
Post by: paragon on February 19, 2015, 05:06:03 PM
Pshycho is fine, nerf voodoo instead.
Title: Re: Psycho Rework
Post by: FrankenStone on February 19, 2015, 05:06:17 PM
nah nuthing u can do , i understand bleed formula now ... nuthing would stop bleed atm neither bleed converted to dmg or bleed res ... maybe + 300 percent bleedres would help but dunno if its possible :D
Title: Re: Psycho Rework
Post by: Niamak on February 19, 2015, 08:10:23 PM
maybe + 300 percent bleedres would help but dunno if its possible :D

Bleed res formula is a logarithm, so after a certain point getting more bleed res is inefficient.
Title: Re: Psycho Rework
Post by: FrankenStone on February 19, 2015, 08:40:48 PM
maybe + 300 percent bleedres would help but dunno if its possible :D

Bleed res formula is a logarithm, so after a certain point getting more bleed res is inefficient.

f(x) = f(x-1) / log(bleed_resist)

its not inefficient because it gets divide by it and from what i see the higher the bleed res the higher your / value

f(x) = f(x-1) / (log(bleed_resist) / log(2))

becasue its 2^(log(bleed_resist) / log(2)) = bleed_resist ; 10 bleed res = 3.32 ; 100 bleed res = 6.64 now put simple thoughts on it from 10 to 100 bleed res its only 50 percent damage change plus noone has 100 bleed res , funny is also that at 20 bleed res u gain almost plus 1 to that value and thats were it is mostly 20 - 50  lets take these common values ... 20 bleed res = 4.32 ; 50 bleed res = 5.64 ; thats just a change from ~1/4 so u see improved hermo perk is useless aswell as any other thing which gives u flat 20 or 30 bleed res from that baselevels ... u can calculate for yourself how much damage u take from bleed , just divide some expected bleed value through these examples ... its mostly only in range of 0 - 10 hp change from bleed per seconds depending on your Bleed status ... like i said i think bleed tics are more problematic since u receive dmg anyway and it doesnt matter if u receive 2 or 10hp less bleed dmg , overall its still too great converterd damge ^^ i mean i get the idea of merging it together but with common mechanics ingame , i mean perks and such its useless atm ...

just compare values with different bleed status u see that when u take high bleed that this dmg change isnt any big deal ... take 100 , 200 , 300 ... and compare

the problem somehow are the tics bcause u have no time to react , since bleed is stackable and if your overall bleed get higher the damage u take gets higher and tics remain the same = 1 sec ... these /log(bleed_resist) doesnt make any difference to that fact its just ~ / 0.1-10 currently its just ~ / 0.1 - 6.5 its even ~ / 2.5 - 6.5 becoz i think noone has something < 10 bleed resistance
Title: Re: Psycho Rework
Post by: Niamak on February 19, 2015, 09:32:38 PM
funny is also that at 20 bleed res u gain almost plus 1 to that value and thats were it is mostly 20 - 50  lets take these common values ... 20 bleed res = 4.32 ; 50 bleed res = 5.64 ; thats just a change from ~1/4

That's sounds very logarithmic 8)

Well if you have very low bleed res like <10, improved hemostasis can be useful.
Title: Re: Psycho Rework
Post by: FrankenStone on February 19, 2015, 09:36:52 PM
funny is also that at 20 bleed res u gain almost plus 1 to that value and thats were it is mostly 20 - 50  lets take these common values ... 20 bleed res = 4.32 ; 50 bleed res = 5.64 ; thats just a change from ~1/4

That's sounds very logarithmic 8)

Well if you have very low bleed res like <10, improved hemostasis can be useful.

well i checked the graph to 2^x and that log is fucked up for something like that :D and show me one who has <10 bleed res lel

plus the problem is u never reach peak like some value of 9 and on the other hand u never reach some values u get when your bleed res is <10

i think it was fine as old tics mechanic , if u want to make bleed stronger just edit that part of old formula with something like log(10)  , depends on how u wanna make it work , atm tics are  crazy with that fixed value , 1 is always a bad number :=D... and bleed res is useless .
Title: Re: Psycho Rework
Post by: Niamak on February 19, 2015, 09:47:46 PM
Make a build with low ST or EN or LK, take mentats and you will get <10 bleed res.

Also for bleed res ingame testing, people must take in consideration that weapon like DSR/AS50 and m1 garand (OP weapon) are like top tier best of the best in terms of bleed. So these weapons should not be the only benchmark for bleed res effectiveness. (by saying like "oh man m1 garand stacks so much bleed anyway so bleed res is useless" oviously it does it's OP)
Title: Re: Psycho Rework
Post by: FrankenStone on February 19, 2015, 09:50:36 PM
Make a build with low ST or EN or LK, take mentats and you will get <10 bleed res.

Also for bleed res ingame testing, people must take in consideration that weapon like DSR/AS50 and m1 garand (OP weapon) are like top tier best of the best in terms of bleed. So these weapons should not be the only benchmark for bleed res effectiveness.

what luck st other stuff u talking about i have builds with < 6 special stats and usin mentats and still have 19 bleed res :D that log just foked up like op spears were , maybe suff will fix  ...
Title: Re: Psycho Rework
Post by: Niamak on February 19, 2015, 09:57:40 PM
Quote
Make a build with low ST or EN or LK, take mentats and you will get <10 bleed res.

best build ever.... or not

(http://i.imgur.com/2MY1NmV.jpg)
Title: Re: Psycho Rework
Post by: nailbrain on February 20, 2015, 03:02:21 AM
definetly bleed is te main problem of dat build
Title: Re: Psycho Rework
Post by: Niamak on February 20, 2015, 06:04:23 AM
definetly bleed is te main problem of dat build

You can also do this build with 10 EN and take mentats.

(http://i.imgur.com/yxZr01u.jpg)
Title: Re: Psycho Rework
Post by: FrankenStone on February 20, 2015, 09:09:26 AM
since bleed is a nogo to work around , i suggest to go with old psycho which put DR and DT + on you ... only way to make it worthable and 2 see flamers back ingame ... westside ma niggaz
Title: Re: Psycho Rework
Post by: PusiteGA on February 20, 2015, 09:14:55 AM
nah just make psyho give you +hp for evry hp form bleed you shoud lost, then after drug effect passes instant remove hp eaqual to all nagated bleed

So basicly you are so high your body dosnet giva a shit you bleeding but after effect passes all thet mising blood caches up and you figure you are probaby dead xD

nah really think it is nice idea
Title: Re: Psycho Rework
Post by: FrankenStone on February 23, 2015, 06:26:21 AM
sounds like some lol idea , the rpoblem i see is just reviving after that :D
Title: Re: Psycho Rework
Post by: PusiteGA on February 23, 2015, 06:44:55 AM
sounds like some lol idea , the rpoblem i see is just reviving after that :D

eazy fix if your acumulated bleed is more then your hp + 100 you burstexplode so you cant be rivied
Title: Re: Psycho Rework
Post by: PusiteGA on February 26, 2015, 10:57:21 AM
new idea make psyho 20 DR but no normal AP regen only AP+
Title: Re: Psycho Rework
Post by: cirn0 on March 03, 2015, 03:18:55 PM
Psycho reworked to be more psycho.