Edit: I totally forgot to add- This post is more about scouts bow damage variance, not just physical, and it's a comparison from DAoC SI 1.65 to Phoenix Currently.
This regards the physical damage variance section. Did anyone else notice this?
https://forum.playphoenix.online/survey-results
"Do you prefer the ***original*** way physical damage variance works (a random bonus of 0% to 50%) or the current way (the average, always 25% bonus)?"
v1.65 SI, Dark Age of Camelot, never had a 0-50% damage dice roll for it's physical damage variance for scouts critshots from what I remember. The original damage variance felt like it was actually a fixed value, or better yet pre-calculated on each critshot hit, which meant if you hit someone for cap damage, (for the sake of this argument) for 800 damage... then the next time you hit with that same ability/style, it would be 800 (for critshots). the variance was already calculated in that swing. at least it's what it felt like https://camelotherald.fandom.com/wiki/Patch_Notes:_Version_1.65
My question is, why was it worded this way? This is very misleading to people skimming through the voting process when they see, "Original" vs "Current". I feel as though saying the original way the variance worked being 0 to 50% is very disingenuous/misleading to players. (if they ever played a scout) because scouts actually hit for capped damage back then a good majority of the time. so literally by definition, there is 0 variance if you're hitting for cap.
I hope this can come to light and people here on phoenix will see the issues this creates.
This is not a knock on the Dev team or how they operate. I'm also not implying any purposeful wording behind their actions. it could have very well been a typo or something.
Best regards. Have a great day!
This regards the physical damage variance section. Did anyone else notice this?
https://forum.playphoenix.online/survey-results
"Do you prefer the ***original*** way physical damage variance works (a random bonus of 0% to 50%) or the current way (the average, always 25% bonus)?"
v1.65 SI, Dark Age of Camelot, never had a 0-50% damage dice roll for it's physical damage variance for scouts critshots from what I remember. The original damage variance felt like it was actually a fixed value, or better yet pre-calculated on each critshot hit, which meant if you hit someone for cap damage, (for the sake of this argument) for 800 damage... then the next time you hit with that same ability/style, it would be 800 (for critshots). the variance was already calculated in that swing. at least it's what it felt like https://camelotherald.fandom.com/wiki/Patch_Notes:_Version_1.65
My question is, why was it worded this way? This is very misleading to people skimming through the voting process when they see, "Original" vs "Current". I feel as though saying the original way the variance worked being 0 to 50% is very disingenuous/misleading to players. (if they ever played a scout) because scouts actually hit for capped damage back then a good majority of the time. so literally by definition, there is 0 variance if you're hitting for cap.
I hope this can come to light and people here on phoenix will see the issues this creates.
This is not a knock on the Dev team or how they operate. I'm also not implying any purposeful wording behind their actions. it could have very well been a typo or something.
Best regards. Have a great day!