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Weapon Reflectance.

rishab17

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Hello,

I don't know if it's only my opinion or most of the players who have spent time or money in making stronger sets for PvP's.

Currently, the problem is "Weapon Reflectance" attribute on activation reflects 50% of the opponent's gun dmg which is apparently a very high resistance to to the incoming dmg too. I'd suggest it should be reworked to reflect only 33.33% or 37.5% of gun dmg.
Let me explain with numbers what is the issue I am pointing towards.

Lets say Player X (Good set, gun dmg 16k) and Player Y (gun dmg 8k) are in a ranged combat and both are using Weapon Reflector. So clearly X with good set has an upper hand of 8k dmg per hit.

In case, the Reflectance(at 50%) is activated for both of them, each of them will be dealing 12k dmg to each, pretty much meaningless for the player to have good dmg because it goes down to same dmg as opponent.

If the Reflectance was 33.33% or say 1/3rd,
X would be dealing 10.6k+2.6k, approximately 13.3k dmg, and Y deals 5.3k+5.3k, 10.6k approx.
(Dmg difference is 2.6k, a fair upper hand to the higher dmg person, X and 2.6k dmg increased for Y from his base dmg)

Similarly, if it was 37.5%, X would be dealing 10k+3k, 13k dmg and Y would be dealing 5k+6k, 11k dmg, ( a 2k dmg upper hand to X, and 3k dmg increased for Y)

So in my suggested percents of reflectance, both things are considered that the higher dmg person still keeps upper hand because of his set/boosters, and lower dmg person also gain dmg increase from reflectance.

Thank you.
 

vansh

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I agree with this man for once...
 
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