Seen this on some Advanced equipment. What's it do exactly? Does it just gieve the player a better chance to stop an opponent from breaking through?
Octowned
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Every play you have a certain probability of holding a block. This is a multiplicative adjustment, so if you have a +12% hold block chance and were holding 80% of your blocks, now you are holding 89.6% of them.
Pretty useful equip IF it is working like Bort says it is supposed to.
Pretty useful equip IF it is working like Bort says it is supposed to.
mandyross
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I worry about the implications of the above when pushing it above 100%.
I'm still undecided on exactly how useful it is. My lvl 26 G has +16% so far, and next season when he is at +20% I might run a test. His build is useless though, which makes things speculative.
I'm still undecided on exactly how useful it is. My lvl 26 G has +16% so far, and next season when he is at +20% I might run a test. His build is useless though, which makes things speculative.
Octowned
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Right, I was curious about the over 100% thing as well. I think it is just adding 2% to your "hold block" roll, which is then compared to the DE's "break block roll." Bort talks about rolls all the time, and how they determine the outcome, and that the % modifiers actually go into the rolls.
I have a feeling if they break your block, that 20% is then REMOVED from the roll, because the difference in roll will then determine stun time. So if you fail to hold the block, it'll be as if you didn't even have the 20%. This was a big problem with some VAs, etc., he had to fix up. Additions to the rolls had unintended consequences on other things related to the roll, but not what the roll modifier text said it did.
Hmm that is wordy If you understand how the sim runs, probably makes sense
I have a feeling if they break your block, that 20% is then REMOVED from the roll, because the difference in roll will then determine stun time. So if you fail to hold the block, it'll be as if you didn't even have the 20%. This was a big problem with some VAs, etc., he had to fix up. Additions to the rolls had unintended consequences on other things related to the roll, but not what the roll modifier text said it did.
Hmm that is wordy If you understand how the sim runs, probably makes sense
mandyross
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Originally posted by Octowned
Right, I was curious about the over 100% thing as well. I think it is just adding 2% to your "hold block" roll, which is then compared to the DE's "break block roll." Bort talks about rolls all the time, and how they determine the outcome, and that the % modifiers actually go into the rolls.
I have a feeling if they break your block, that 20% is then REMOVED from the roll, because the difference in roll will then determine stun time. So if you fail to hold the block, it'll be as if you didn't even have the 20%. This was a big problem with some VAs, etc., he had to fix up. Additions to the rolls had unintended consequences on other things related to the roll, but not what the roll modifier text said it did.
Hmm that is wordy If you understand how the sim runs, probably makes sense
Completely agree. I think you "roll" a hold block value based on attributes / SAs, and then 20% is added to it; every tick a new roll when involved in a blocking interaction. I struggle to think how this would precisely affect the % of blocks held, I think that a more accurate claim would be that you hold blocks 20% longer on average, although don't know if this relationship is precise either.
That would explain why my lvl 26 G still struggles against higher ranked DTs.
I'll keep adding to it on my lvl 26 G - the build is effectively ruined anyway (he has 67 conf!) but if hold block % does help significantly he should be OK for a backup / ST role. When it is over 20 % I'll start to pay a bit more attention to his games to see if he is having problems or not.
Right, I was curious about the over 100% thing as well. I think it is just adding 2% to your "hold block" roll, which is then compared to the DE's "break block roll." Bort talks about rolls all the time, and how they determine the outcome, and that the % modifiers actually go into the rolls.
I have a feeling if they break your block, that 20% is then REMOVED from the roll, because the difference in roll will then determine stun time. So if you fail to hold the block, it'll be as if you didn't even have the 20%. This was a big problem with some VAs, etc., he had to fix up. Additions to the rolls had unintended consequences on other things related to the roll, but not what the roll modifier text said it did.
Hmm that is wordy If you understand how the sim runs, probably makes sense
Completely agree. I think you "roll" a hold block value based on attributes / SAs, and then 20% is added to it; every tick a new roll when involved in a blocking interaction. I struggle to think how this would precisely affect the % of blocks held, I think that a more accurate claim would be that you hold blocks 20% longer on average, although don't know if this relationship is precise either.
That would explain why my lvl 26 G still struggles against higher ranked DTs.
I'll keep adding to it on my lvl 26 G - the build is effectively ruined anyway (he has 67 conf!) but if hold block % does help significantly he should be OK for a backup / ST role. When it is over 20 % I'll start to pay a bit more attention to his games to see if he is having problems or not.
tet
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good new details on line battles and blocking rolls, including hold block...
http://goallineblitz.com/game/forum_thread.pl?thread_id=2662504
http://goallineblitz.com/game/forum_thread.pl?thread_id=2662504
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