The fundamental issue lies in the imbalance between defense and offense

The fundamental issue lies in the imbalance between defense and offense. While discussions often revolve around the impact of a 71-depth tactic on the game, the core problem is that defense significantly outperforms offense.

When employing a 71-depth defensive strategy, the defensive AI becomes notably more active than its attacking counterpart. Surprisingly, the defensive stats of attacking players seem to hold little significance, as they can execute perfect tackles and interceptions even when their stats suggest otherwise.

Compounding the problem is the cost disparity between defensive and offensive players. For instance, the consensus on the best gold defender, VVD, comes at a cost of 160,000, while the best gold attacker, Mbappe, commands a staggering 2.6 million. This trend persists across various card types, making the game feel like a tedious chore to play.

This frustration has reached a point where players are quitting the game even before Black Friday, a significant departure from the norm. While there are various issues with the game, the glaring intelligence gap between defense and offense stands out as a major culprit.

While it’s true that the defensive AI is often deemed overpowered, some players argue that they can compile instances of defensive players inexplicably moving away from the ball, leaving the opposing player with a clear shot on goal. The removal of the catch-up mechanic for slower center-backs, coupled with the inefficiency of standing tackle reach and mechanics, has made manual defense almost impossible.

Game results, however, do not reflect the perceived prowess of defensive play. Many matches witness a higher goal count than real football games, resembling more of an arcade experience than a simulation. Even with the acknowledgment that a high-line press can pose problems, some players contend that other aspects, such as skill moves and player skill, play a significant role in overcoming defensive dominance.

The game’s complexity is likened to an RPG, with constant dice rolling in the background and a myriad of configurable elements influenced by sliders. The core mechanics of the game seem to be a complex roleplay of real football, with players having varying degrees of control and influence over the unfolding presentation.

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New World – Void Darkplate: Bug, Tooltip Error, or Misunderstanding

Update:

Following a discussion with xenarthran_salesman on the New World Discord, the situation surrounding Void Darkplate seems to have become clearer:

If you begin by wearing all your armor, including another heavy chest piece with similar armor values, and then put on Void Darkplate, you’ll notice a 20% increase in your total armor value. When you switch back to the original heavy chest piece, your armor drops, but it only decreases by approximately 20% of Void Darkplate’s armor value, which appears higher than initially.

In essence, it appears as though Void Darkplate applies a kind of “buff” to each of your other armor pieces, increasing their armor by 20%. When you swap Void Darkplate with a similar heavy chest piece, it doesn’t remove this “buff” from the other armor pieces. As a result, when you switch back to Void Darkplate, it seems like the calculations are incorrect because you’re starting from a higher armor value due to that “buff.” If you remove and re-equip each armor piece, your total armor value returns to its original state.

According to xenarthran_salesman, the issue of armor remaining higher after removing Darkplate is merely a user interface (UI) bug, and it doesn’t actually provide any additional damage mitigation beyond what the correct values would show.

There have been conflicting reports about whether it’s just a UI problem or if it actually provides old fortification, absorption, or damage reduction. I can’t personally address the UI issue and have doubts about it offering damage absorption based on my limited knowledge of the game files.

DukeSloth’s video response has been mentioned, but the statement “the armor multiplier is just additive with other multipliers” seems unclear. I couldn’t find any additional details in the perk description in the game files.

In the game files for Void Darkplate, it’s listed as:

PhysicalArmor: 0.2
ElementalArmor: 0.2

For comparison, SnS’s Sturdy Shield provides 15% physical armor and is listed as:

PhysicalArmor: 0.15
ElementalArmor: 0.0

It appears that Void Darkplate offers a straightforward armor increase, which doesn’t seem to be a subject of debate. However, this is something that can be confirmed in the game at a later time.

Regarding the status effect/fortify from Fortifying Shield Rush, we have:

PhysicalArmor: 0.05
ElementalArmor: 0.05

These values would scale based on your Gear Score (GS), and fortify was updated to no longer function as a flat absorb or damage reduction but as an increase in armor.

In contrast, the status effect from Defensive Formation lists various absorb modifiers:

ABSStandard: 0.3
ABSSiege: 0.3
ABSStrike: 0.3
ABSSlash: 0.3
...and so on

There is no mention of armor. It would be reasonable to expect that Void Darkplate would list absorb values rather than Physical/Elemental Armor values if it indeed provided 20% old fortification.

The observable result is an approximate 20% increase in the chest armor value displayed in the UI, leading to speculation about whether Void Darkplate is malfunctioning, if there is a tooltip error, or if there’s a perplexing perk description.

So, what’s the story with Void Darkplate? Is it genuinely broken, is there an issue with the tooltip, or is there something about it that we haven’t fully understood yet?

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Diablo 4: Understanding Damage Calculation Query

I’m hoping someone can assist me in comprehending how the game calculates the damage displayed in a skill’s tooltip within the game.

I’m working on creating some basic calculation formulas for myself using Excel, as the online calculators I’ve encountered don’t appear to be entirely reliable.

Even in my initial attempt at calculating weapon damage, core attributes, non-conditional “main bucket” damage modifiers, and the primary DPS skill, I’ve encountered a dilemma:

The game appears to condense the range between the minimum and maximum damage values when displaying the damage output of a skill. In my particular case as a Bone Spear necromancer, my character sheet and skill tooltip present the following:

Weapon Damage = 2047

Bone Spear Damage = 12,234 – 14,592 [153%] <- averaging at 13,593 damage

Now, upon my own calculations, my weapon’s stats with a shield yield a range of 1638-2455 (averaging at 2047). When I calculate the core attribute, non-conditional modifiers, and the Bone Spear modifier, I end up with:

Bone Spear Damage = 10,878 – 16,308 <- averaging at 13,593 damage

What perplexes me is that the ratio of minimum to maximum damage, when using the flat weapon value, stands at 0.667. This same ratio is consistent through each step of my calculation, culminating in the final number I’ve mentioned above. Yet, the ratio of minimum to maximum damage displayed in the tooltip for Bone Spear is 0.818.

So, somewhere in the process, the game seems to compress the range between minimum and maximum damage values.

For those who might be interested or could shed further light on this matter:

It appears that the actual skill itself (in this case, Bone Spear) is responsible for the “compression” evident in its tooltip. Based on my observations, it seems the game disregards the weapon’s minimum and maximum damage values, and instead employs the “weapon damage” (average) as seen on the character stat sheet for its calculations. Whatever the precise sequence of these calculations might be, during the point when the game computes skill damage for the tooltip, it takes the average value and then adds a 20% range to establish the minimum-maximum values for that skill.

I’ve verified this across all nine ranks of Bone Spear, comparing in-game tooltips. At each rank, the minimum-maximum damage range is consistently within ±10% of the average damage.

Upon briefly examining and calculating for my Ice Shards sorceress, I’ve noticed a similar “compression” and a consistent 20% damage range for the skill. While I’m unsure about the universality of this approach across different skills and classes, this information might prove beneficial to those involved in damage calculations.

Does anyone possess insights into how or why this occurs or perhaps a formula associated with it? More discussion at MMOexp.com, buy Diablo 4 gold from us now, instock & more off.