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#14 Endgame Part 3 (Sites Gameplay)

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slejd2001

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Ayyy come on now, don't be guncist. Colt is very op, those who use it know how crazy it is. I make 55 lvl players crumble with just my lvl 50 colt with basic boosts many times. Colts has great skills and doesn't need any clock tech. I'm a far ranged player but I use all guns for range during combat and found colt work amazing!
All of that works when you are being hitted :)
 

slejd2001

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To note that agility implant is way too strong even if someone is using focus tech to counter it, this makes peacemaker less favorable vs hammer.
I tried to check how often agility imp allows to dodge hits and these are the results: 55 lvl char, agility 1350 dodge odds ~5.9%(dodges 48, hits 306). So I don't think that 6% are op
 

slejd2001

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In my opninion:
  1. Highest hit and skill damage which don't require extra power (showstopper does more with power shot, but needs extra power for that)
  2. Majority of players are using rexes, which can cast hit chance down effect, which can be countered with hit chance up effect the most effectively, casted by hammer. Even player with showstopper, which has highest focus, often misses while having hit chance down effect
I would also add that probably all buff for the hammer after balance tweaks were good except skill damage, its too high.
 

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Yes it doesn't counter, but hit chance down effect lowers hit chance by literally 50% from whatever % gun has.

As for me it seems it works in following way:
  • Showstopper has close to 0% of missing a hit, so with hit chance down effect hit chance for showstopper is 50%.
  • Peacemaker on other hand can miss pretty often, just for it to be simple ill say that pm has 90% of hit chance, so with hit chance down effect, it has 40% of hit chance
nice approach on the subject, but only devs could tell us how really is coded the hit chance down effect
 

Alewx

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Peacemaker on other hand can miss pretty often, just for it to be simple ill say that pm has 90% of hit chance, so with hit chance down effect, it has 40% of hit chance
90*0,5=45 *cough cough*
 

slejd2001

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90*0,5=45 *cough cough*
So its multiplied, not just substracted, what means if rex casts hit chance down, then hammer doesn't erase the lower hit chance, but just reduces it by half
 

Alewx

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So its multiplied, not just substracted, what means if rex casts hit chance down, then hammer doesn't erase the lower hit chance, but just reduces it by half
ooooh, ok, was thinking it was just a mistake not that you were calculating it that way. with that you might actually be right, i do not know exactly the way the game handles it there.
 
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slejd2001

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by the way you should also either move 37 lvl transporter route finish point or move away smilodon spawn spot, because
it doesn't let to finish the quest since these alphas spawn there all the time
1692377288586.png
 

Pleiadian

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by the way you should also either move 37 lvl transporter route finish point or move away smilodon spawn spot, because
it doesn't let to finish the quest since these alphas spawn there all the time
View attachment 46519
Same problem for NPC level 49 Hilda Gunflint.

There's a convoy quest and the dino transporter path goes straight into a Sick Smilodon next to the marker in Maujak.

It's near impossible to revive the transporter once it's dead near the Smilodon nest.
 

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Could the extra power go back to how it was before? I think you get extra for attacking and not just for taking damage would make it more profitable to use weapons other than hammer and in my opinion could make fights a bit more dynamic (or unbalanced ¯⁠\⁠_⁠(⁠ツ⁠)⁠_⁠/⁠¯)

What do you think?
 

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I tried to check how often agility imp allows to dodge hits and these are the results: 55 lvl char, agility 1350 dodge odds ~5.9%(dodges 48, hits 306). So I don't think that 6% are op
sometimes players are so lucky that this % does not matter when all skills miss and the opponent does not have an ep, so he hits skills more often and does more damage, in general, the mechanics that with ep, various skills roll back for while (from short to unbearably long) is very doubtful, besides there is an imps, which is useless-imlpant ep
 

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I would also add that probably all buff for the hammer after balance tweaks were good except skill damage, its too high.
I think 375% and less (maybe 350-300) for him will be in the balance
 

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@Alewx at the expense of recovery imp, this is a good imp for high hp, it recovers more, but still it's not enough, I see it works slower than hits, although I think the frequency of hits should be equal to the frequency of recovery, hits=recovery
 

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@Alewx at the expense of recovery imp, this is a good imp for high hp, it recovers more, but still it's not enough, I see it works slower than hits, although I think the frequency of hits should be equal to the frequency of recovery, hits=recovery
That's just making tank way stronger than they already are which is unnecessary. Did you ever try to kill 1 brachi that is draining a gate with full tank item+ recovery + shock? It's impossible even with a carno that is only attacking in close range.
 

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sometimes players are so lucky that this % does not matter when all skills miss and the opponent does not have an ep, so he hits skills more often and does more damage, in general, the mechanics that with ep, various skills roll back for while (from short to unbearably long) is very doubtful, besides there is an imps, which is useless-imlpant ep
Ayoo whatever happens in the fight, having agility doesn't guarantee 100% win rate and there's nothing called luck. It depends on the player skills/performance and how he/she times it 9 times 10. All the implants are good enough except rage implant (idk why she tryna look cool being with other imps but she's absolute waste of space in the implants store) 🤷‍♂️
 

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Ayoo whatever happens in the fight, having agility doesn't guarantee 100% win rate and there's nothing called luck. It depends on the player skills/performance and how he/she times it 9 times 10. All the implants are good enough except rage implant (idk why she tryna look cool being with other imps but she's absolute waste of space in the implants store) 🤷‍♂️
bruv, dont lie you need luck for Agility to activate x-x its not SKILL based xD like you always claim
 

TheDinoWarrior

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bruv, dont lie you need luck for Agility to activate x-x its not SKILL based xD like you always claim
Or it means ur just bad at PvPs, get good bruv 🤦‍♂️ Some players are veterans and beyond your skill level so you have to catch up with them before saying things like this. 🤷‍♂️
 

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Or it means ur just bad at PvPs, get good bruv 🤦‍♂️ Some players are veterans and beyond your skill level so you have to catch up with them before saying things like this. 🤷‍♂️
ok so to any VETERAN players or anyone with experience with the game, is this true? that Agility imp = skill xddd
 

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ok so to any VETERAN players or anyone with experience with the game, is this true? that Agility imp = skill xddd
It works just as any other implant/tech I don't think it's different. Look at Dino reflect/weapon reflect, precision tech, shock tech and clock tech for example. They just increase chance and increasing chances ≠ luck. So stop blaming on just one implant and actually try to get good UwU

#SAY_NO_TO_IMPLANTISCM
#AGILITY_LIVES_MATTER

(Don't argue with me)
 
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Alewx

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@Alewx at the expense of recovery imp, this is a good imp for high hp, it recovers more, but still it's not enough, I see it works slower than hits, although I think the frequency of hits should be equal to the frequency of recovery, hits=recovery
if the recovery imp would provide anymore healing the tanks would just be unbeatable.
 

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if the recovery imp would provide anymore healing the tanks would just be unbeatable.
That doesn't change the fact, that this imp is basically useless right now. Maybe try to change it fully and rework to complete different attribute?
 

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Or if boosting it will make tanks hard to kill, how about boosting strenght imp aswell? Or maybe do something like if herbrovires have equipped strenght imp it gives normal effects, but if carnovires equip it it's effects goes 2x times (if u know what I mean). I guess that could perfectly counter tanks boosted recover ability.
 
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Alewx

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by the way you should also either move 37 lvl transporter route finish point or move away smilodon spawn spot, because
it doesn't let to finish the quest since these alphas spawn there all the time
View attachment 46519
Some coords would help there. the escorts of the farmer in lvl 37 are quite extensive

EDIT: Found them, just took some time
 
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SPA

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Or if boosting it will make tanks hard to kill, how about boosting strenght imp aswell? Or maybe do something like if herbrovires have equipped strenght imp it gives normal effects, but if carnovires equip it it's effects goes 2x times (if u know what I mean). I guess that could perfectly counter tanks boosted recover ability.
in general, indeed, I saw 700% damage from brachi skill, I theoretically realized that str is better for herbivores,i think need rebalance str
 

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Since the problem of dds for max levels (55) was solved. In addition to the fact that in the next update the donation of dollars in the clans will be important, will there be any possibility that the clans can also buy clan boosters? Since, as we all know, once we are level 55, the missions no longer give clan boosters, which always seemed unintelligible to me in this situation.
 

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Yesterday I went to sleep with the fact that I had killed more than 3700 rex bandits, and today I woke up with the fact that I had only killed 2800, was all the progress from yesterday lost? bug?
 

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No puede ser me he perdido de varias cosas aquí
 
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