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Implosion Testing

Everyone’s fav Goat took the TEST server out for a spin and was imploded 2000 times for science – and you! Results:

http://bit.ly/1XS52Nq

Category: Game Design Discussions
Topic: Research and Investigation

Date: 05/23/2016 11:49 PM CDT
From: GOAT
Subj: Defense against the Dark… Implosion. tl;dr: only armor matters
Daedus and I tried out implosion on the test server. Each of us is capped. He did the casting, and had 159 sorcerer ranks during all testing.

At 0 ranks spell aim, basically nothing matters in terms of skills, stats, or stance. The most highly-defended trial, in terms of PF, CM, Perception, AGI, and DEX, etc., was about as bad as the least-defended one. Differences between cases is fairly easily explained away as experimental variance.

Armor did seem to make a difference here… that, or padding (not sure which). After removing HCP doubles, deaths jump from an average of 12.14 per 100 to 18. Vaporize deaths jump from an average of 2.71 per 100 to 8. Stun rate (on non-deaths) jumps from 86% to 96%.

Against 202 ranks of spell aim, it’s much the same story. You’re going to die more than half the time no matter what, and when you don’t die, you’ll end up stunned 99% of the time.

However, there is a modest, but significant-looking dropoff in stun length (from 5.5 to 4.8) and damage (from 38.45 to 29.00) by adding +12 AGI bonus and +15 DEX bonus after already adding all other defenses. No accompanying drop in deaths or number of stuns.

I tried HCP doubles vs plain doubles vs no armor at the 202 spell aim level (with max defenses otherwise).
HCP doubles: 4.81 avg stun, 58% death rate
Plain doubles: 5.79 avg stun, 66% death rate
No armor: 6.33 avg stun, 64% death rate

So it seems no amount of training will make a difference in focused implosion defense, nor will stats. Armor seems to matter. From previous experience, I assume level matters (not tested), and that being prone or stunned makes a big difference (also not tested). But really, the only thing you can do with sentries, vaespillons, etc. is to get to them before they get to you.

I will post more data on the unofficials (I’m not willing to try to fashion a chart with this forum software). Not sure if it’s couth to link there nowadays.


Date: 05/24/2016 09:15 AM CDT
From: KRAKII
Subj: Re: Defense against the Dark… Implosion. tl;dr: only armor matters
Find some fighters willing to be targets, see if heavier armor (and heavier padding) [and Damage Reduction] make any difference.
I suspect you’re more likely to find masterfully padded armor in their ranks, than the spellcasters’.
My thought is that you will see fewer fatalities on the heavier armor, but less dodging of the effect (harder to move, easier to survive) and probably shorter stuns.


Date: 05/24/2016 09:29 AM CDT
From: ZENDADA
Subj: Re: Defense against the Dark… Implosion. tl;dr: only armor matters
I always thought encumbrance was a major factor.

Chad, player of a few


Date: 05/24/2016 11:59 AM CDT
From: KRAKII
Subj: Re: Defense against the Dark… Implosion. tl;dr: only armor matters
So again, fighters in their lightened plate would have a leg up.


Date: 05/24/2016 12:21 PM CDT
From: ARCHIGEEK
Subj: Re: Defense against the Dark… Implosion. tl;dr: only armor matters
I’d wager that it’s more likely that DF reduction and basic DF’s of armor aren’t taken into consideration, but that armor maneuver penalty IS taken into consideration. Both of those SHOULD be factors.

It is encouraging to see that padding helps though. I know it used to back in the GS3 days, when it was possible to get imploded to town center and still be alive. It usually meant you’d be dying shortly thereafter, but it was entertaining to land in a puddle and not be dead!

Kerl

 

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