Apoca1ypse
05-13-2013, 10:03 PM
well, after doing ~100 fights in the arena with bruce, I noticed some trends.
Firstly, with the current round robin, bruce would pretty much trend towards the rank of his opponents. If he was fighting top 10 glads, he'd move into top 10. soon as he started fighting lower end glads, even if he won 80% of fights, he'd drop to lower top 20. I suspect this is in part due to the rotation/order that he faces gladiators, but it explains why I see him fluctuate so greatly in the rankings. I hope that this point is moot in under 24 hours as I'm hoping the new fight system for seasons fixes this. I have more issues like how hard it is to knock someone off the top as you only face them once every 41 fights, but again, new system out tomorrow so i'll stop there...
Secondly, I am seeing more and more of what Cyn is saying about some fight effects, particularly stuns. in 42 fights where stuns occurred, 38 times the win went to the glad that that was not stunned. the 4 fights where the stunned gladiator won, they were all from late 1 round stuns. no wins went to a glad who had been stunned for 2 rounds.
To follow on from this, a very similar thing can be seen in rage vs rage matches, where whoever fires adrenalin rush first normally wins, especially if they get a swing or 2 in before the other glad gets their AR off. I saw only 1 fight where a rage won their match when only their opponent had AR go off.
This is just a general gripe, but the abundance of stacked defense gladiators is really wearing me down. even with +350 attack power and 10/10 annihilate, none of my glads can break through the defense of a stacked defense glad. the biggest PITA is stacked defense theatrics, who get the benefit of Strength of the Crowd
Speaking of SOTC, why does that skill give its effect regardless of a hit landing? I dont know the inner workings of game mechanics, but from what I gather, Create Distance and Surprise Ending are wasted when they trigger on a missed swing. Why should SOTC be different? Heck, even skills like Adrenalin Rush has to land to get the benefit. I'd love it AR gave it's benefit regardless of the swing connecting, but that's being greedy and counteractive to the point I'm trying to make.
Trugs also seem to have very little advantage in bleed resistance. I still see them reach >300 bleed vs dedicated bleeders.
Lastly (for now) what's the deal with maces outswinging blades? To clarify, why does a gladiator with 180 agility using speed 1.45 and speed 3.55 blades swing less frequently than a glad with 130 agility and speed 1.75 and 1.65 maces. (I saw this occur with multiple races for each style of glad)
Bleh, anyway, we'll see how this new ranking system goes. Maybe my gripes will be alleviated somewhat if the environment is no longer a case of "who can make the better generalist" and I feel like I can have some more control over fight outcomes. (even if the stuns and AR vs AR is still a big random factor)
Firstly, with the current round robin, bruce would pretty much trend towards the rank of his opponents. If he was fighting top 10 glads, he'd move into top 10. soon as he started fighting lower end glads, even if he won 80% of fights, he'd drop to lower top 20. I suspect this is in part due to the rotation/order that he faces gladiators, but it explains why I see him fluctuate so greatly in the rankings. I hope that this point is moot in under 24 hours as I'm hoping the new fight system for seasons fixes this. I have more issues like how hard it is to knock someone off the top as you only face them once every 41 fights, but again, new system out tomorrow so i'll stop there...
Secondly, I am seeing more and more of what Cyn is saying about some fight effects, particularly stuns. in 42 fights where stuns occurred, 38 times the win went to the glad that that was not stunned. the 4 fights where the stunned gladiator won, they were all from late 1 round stuns. no wins went to a glad who had been stunned for 2 rounds.
To follow on from this, a very similar thing can be seen in rage vs rage matches, where whoever fires adrenalin rush first normally wins, especially if they get a swing or 2 in before the other glad gets their AR off. I saw only 1 fight where a rage won their match when only their opponent had AR go off.
This is just a general gripe, but the abundance of stacked defense gladiators is really wearing me down. even with +350 attack power and 10/10 annihilate, none of my glads can break through the defense of a stacked defense glad. the biggest PITA is stacked defense theatrics, who get the benefit of Strength of the Crowd
Speaking of SOTC, why does that skill give its effect regardless of a hit landing? I dont know the inner workings of game mechanics, but from what I gather, Create Distance and Surprise Ending are wasted when they trigger on a missed swing. Why should SOTC be different? Heck, even skills like Adrenalin Rush has to land to get the benefit. I'd love it AR gave it's benefit regardless of the swing connecting, but that's being greedy and counteractive to the point I'm trying to make.
Trugs also seem to have very little advantage in bleed resistance. I still see them reach >300 bleed vs dedicated bleeders.
Lastly (for now) what's the deal with maces outswinging blades? To clarify, why does a gladiator with 180 agility using speed 1.45 and speed 3.55 blades swing less frequently than a glad with 130 agility and speed 1.75 and 1.65 maces. (I saw this occur with multiple races for each style of glad)
Bleh, anyway, we'll see how this new ranking system goes. Maybe my gripes will be alleviated somewhat if the environment is no longer a case of "who can make the better generalist" and I feel like I can have some more control over fight outcomes. (even if the stuns and AR vs AR is still a big random factor)