![]() AOE or multi-target attacks use the largest amount of damage done against a single enemy, not the total damage done by the attack. Your BUD is based on the DPS of the largest hit against a single enemy done by your Champions in their last few hits. With the new system, your Ultimate attack and Fire Breath potion damage is based on a new value: Base Ultimate Damage (BUD). When your DPS Average was high, they were great! But when it unexpectedly sank, they were disappointing to say the least. This lead to both Ultimate and Fire Breath potion damage being extremely feast vs. Prior to this update, these both used the DPS Average displayed in the top-left corner of the game. The second major change in this update is how Ultimate attack and Fire Breath potion damage is calculated. Average DPS is a true running average of the actual damage being done by your Champions. TL DR: Base DPS is calculated without any dynamic factors involved. We encourage you to experiment to find the option that works best for your play style. In the settings you will now find options to display one or both of these numbers in the top-left corner. This number is very useful for determining the true DPS potential of your formation, though it takes a little while to respond to changes in your formation or upgrades. On the other side of the coin, because it is a running average, it will not be greatly affected by highly temporal DPS spikes or lulls, meaning it won't jump all over the place like the old DPS meter. This results in a DPS number that truly takes into account every single dynamic effect, debuff, enemy stack, AOE attack, etc., though due to the averaging it may take a minute or so to catch up to large changes in party damage. It uses only the actual damage numbers being done by your Champions, and averages them into the number using a low pass filter (each hit is averaged in using 90% of the previous average and 10% of the latest hit). It is very useful for comparing the base effectiveness of two different formations, or seeing the relative effect of an upgrade or swap, but it may not accurately represent the true effectiveness of your Champions.Īverage DPS is a true running average of the actual damage being done by your Champions. It is a pure, static DPS number that only changes when you, the player, take an action, such as moving a Champion around in the formation or leveling them up. In the case of dynamic effects, each such effect is factored into the calculation using a static, predetermined multiplier, so the true effect may be slightly higher or lower than what is calculated. It does not take into account the number of enemies on screen, the actual effectiveness of your Champions (AOE vs single target), or the real-time multipliers of any dynamic effects, such as Deekin's or Vlahnya's stacking abilities. The new DPS meter can be customized to display two possible completely new values: Base DPS and (Running) Average DPS.īase DPS is calculated without any dynamic factors involved. It also meant that some actions, such a leveling up a Champion, may not have been immediately impactful, and could happen while a natural downward curve was occurring, leading to a great amount of confusion. This lead to a large amount of variance, and this variance often happened for reasons that were unclear. Prior to this update, your DPS Average displayed in the top-left corner was based off of a variety of factors, including effective hits by your Champions, time, dynamic buffs, etc. ![]() Some of these changes are purely visual, and won't affect your effective damage, while others change how some of your damage numbers are calculated. These changes are in response to confusion around the existing DPS meter. Today we are unveiling major changes to the DPS meter in Idle Champions of the Forgotten Realms. ![]()
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