Hey, remember this thread? They gave Rumble Fighter and Gem Fighter a "new damage formula" as quoted from the Help Desk Support Ticket. It was said that, in the thread I linked above, that this damage update was to narrow the gap between players. Does it really help out narrowing the balancing gap between players? Does it even work at all? Or do they think they're actually fooling the playerbase into thinking everyone does around the same damage? We also have not gotten the Ranking Gems that were promised in that link... I'm here to answer that. Let's go back to before this Damage Update took place. With 20 STR, usually any Scroll's first punch would do 80 Damage flat, 90 for first kicks. (This does not apply to ALL Scrolls, it was the ground basis for damage back then). It did not matter what class you were using, 20 STR with a Soul Fighter did the same damage of 80 as an Alchemist with 20 STR. For every 1 STR you added, it would increase your Damage Value by 1. 20 STR = 80 Damage, 21 STR = 81 Damage, 22 STR = 82 Damage, ect... Now, fast forward to present day (May 18th, 2016 [05/18/2016]). Damage values are not what they seem. The HP bar does not drain any faster despite the nearly 100% increase in the numbers you see when attacking. Damage is also now valued by which class you use. Strikers with 20 STR (Get the Suit from the Event BM with -5 STR putting you at 19, then add 1 more STR from any clothing/accessory) deal 171 Damage. We jump from 80 Damage in the past, to 171 Damage in present time and the enemy's HP bar does not drop any faster than it used to. Now it isn't the same as before when adding STR in intervals of 1... When adding STR in intervals of 1 on a Striker here is how it goes up: STR = Damage 20 = 171 21 = 173 22 = 173 23 = 175 24 = 175 25 = 175 26 = 177 27 = 177 28 = 180 29 = 180 30 = 182 31 = 182 Technically, it still goes up as 1 STR = 1 Damage, as I did an 11 STR increase and got the result of an 11 Damage increase, but it's not quite exactly the same. Some STR amounts keep the same Damage Value. If this were fixed, here is how it would look: STR = Damage 20 = 171 21 = 172 22 = 173 23 = 174 24 = 175 25 = 176 26 = 177 27 = 178 28 = 179 29 = 180 30 = 181 31 = 182 Onto the class depending on the damage values you see. Even though the damage values are wrong, displaying nearly a 100% damage increase when there appears to be no different in how fast the enemy's HP bar drops, here is a damage comparison between the classes to further prove that the new damage formula is broken and needs to go: Striker STR: 24 Damage:175 Soul Fighter STR: 20 Damage: 166 STR: 24 Damage: 171 Elementalist STR: 16 Damage: 157 STR: 24 Damage: 166 Alchemist STR: 18 Damage: 162 STR: 24 Damage: 168 (All of these damage values were obtained from going into Training Mode and punching the bot one time with Default) Here are screenshots of the stats used for proving the results above: Here is a video of a Striker with 25 STR dealing 175 Damage vs an enemy with 3000 HP and 25 ARM: 37 Hits x 175 Damage per hit = 6,475 Damage towards HP. Stats are shown in the video below Here is a video testing out Avalon Damage. Maka has 3000 HP. My ExoCore's attack did 1300 Damage without an Avalon, and almost 1500 Damage with an Avalon. Wouldn't that mean 2-3 attacks at most would kill Maka? Apparently not, it took 5 attacks each with and without the Avalon. 1343 Damage x 5 Hits = 6,715 Damage towards HP 1498 Damage x 5 Hits = 7,490 Damage towards HP
Misc Damage Testing 114 STR vs 104 ARM 191 Damage 57 STR vs 104 ARM 112 Damage 114 STR vs 52 ARM 263 Damage 57 STR vs 52 ARM 184 Damage Proof of stats: