TKDancer Posted February 10, 2018 Share Posted February 10, 2018 (edited) as u can see, Rhino's Roar still applies after raw damage mods, so u get a consistent 1.5x dmg buff, this is balanced by the fact that roar has much lower base values than Chroma's Fury from Vex Armor speaking of vex armor, with the changes to make its bonuses only apply BEFORE mods, its become considerably weaker, and it keeps getting weaker in comparison to other dmg buffs when u start adding mods so this begs the question, why change how vex armor is calculated to the point where it doesnt even multiply raw dmg mods instead of just... lowering the max values for Fury a bit and making it work like roar? Edited February 10, 2018 by TKDancer Link to comment Share on other sites More sharing options...
TheGrimCorsair Posted February 10, 2018 Share Posted February 10, 2018 14 minutes ago, TKDancer said: as u can see, Rhino's Roar still applies after raw damage mods, so u get a consistent 1.5x dmg buff, this is balanced by the fact that roar has much lower base values than Chroma's Fury from Vex Armor speaking of vex armor, with the changes to make its bonuses only apply BEFORE mods, its become considerably weaker, and it keeps getting weaker in comparison to other dmg buffs when u start adding mods so this begs the question, why change how vex armor is calculated to the point where it doesnt even multiply raw dmg mods instead of just... lowering the max values for Fury a bit and making it work like roar? Sounds like they just need to fix Rhino's buff to apply int he same way Chroma's does for damage. Link to comment Share on other sites More sharing options...
TKDancer Posted February 10, 2018 Author Share Posted February 10, 2018 9 minutes ago, TheGrimCorsair said: Sounds like they just need to fix Rhino's buff to apply int he same way Chroma's does for damage. uhm no? vex armor was buggy in that it multiplied elemental dmg multiple times causing his ridiculous dmg output, now with it multiplying nothing but base dmg, its an awful dmg buffer and very much not " one of the top performing damage-multipliers in the game " as DE said and making roar not multiply raw dmg mod either would make it a useless ability in a lower position than vex armor Link to comment Share on other sites More sharing options...
DeadlyCreation Posted February 10, 2018 Share Posted February 10, 2018 vor 1 Minute schrieb TKDancer: uhm no? vex armor was buggy in that it multiplied elemental dmg multiple times causing his ridiculous dmg output, now with it multiplying nothing but base dmg, its an awful dmg buffer and very much not " one of the top performing damage-multipliers in the game " as DE said and making roar not multiply raw dmg mod either would make it a useless ability in a lower position than vex armor exactly. they should have just fixed the double and tripple dipping of vex armor. the solution could have beeen so easy. but maybe DE didnt had the time to find the bug (just like raids) and just removed it completely by making it multiply only with base dmg. MAYBE just maybe DE fixes the double and tripple dipping with DMG3.0 and chroma can go back to his old performance Link to comment Share on other sites More sharing options...
DeadlyCreation Posted February 10, 2018 Share Posted February 10, 2018 maybe DE could do something like this: Give Chroma the tankyness and the DMG back (Fix the Double and Tripple dipping) BUT make the aura split between teammates when they are in range. As a result chroma would be a great teambuffer but he could still handle some serious stuff when going solo. Link to comment Share on other sites More sharing options...
Kairounin Posted February 10, 2018 Share Posted February 10, 2018 Using the same calculation for Roar would render it completely useless with its current values. The way Roar is calculated is much more reasonable and transparent. With the current calculation of Vex Armor, builds should not include Hornet Strike or Steel Fiber. This is inconsistent with every other frame and leads to obvious problems. Rivens, for example. +Damage is usually their best stat, but with Chroma it's one of the worst now. This method leads to poor synergy and misleading numbers. All the problems could simply be solved by calculating Vex Armor after mods, same as Roar. The effect on allies could be removed to compensate—we already have abilities for that—and the values can still be tweaked if needed. There was no bug per se, just a weird formula that included strength as a multiplier several times, even after the cast. Fixing it was necessary, but changing it from multiplicative to additive was not. Link to comment Share on other sites More sharing options...
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