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"damage Received" Stat


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#21 Jman5

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Posted 28 September 2019 - 05:37 AM

Oof. So I got around to testing the stat today and right now it's a little bugged.

If you destroy a side torso with an arm still attached it will count their entire arm's hitpoints into the "damage taken" stat. This undermines the entire point of the stat, which is to measure how well a person spread their damage. Allowing an opponent to just drill through your side torso without ever touching your arm is not what you want to do, but the game currently treats it the same as someone who twisted really well and lost his arm first.

So right now I would say that until they fix this, the stat is of questionable value. Posted Image

Edited by Jman5, 28 September 2019 - 05:39 AM.


#22 GuardDogg

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Posted 28 September 2019 - 08:00 AM

Yeah...Saying to myself "Is my mech worth that much in damages?"

#23 GoatHILL

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Posted 28 September 2019 - 10:22 AM

View PostJman5, on 28 September 2019 - 05:37 AM, said:

Oof. So I got around to testing the stat today and right now it's a little bugged.

If you destroy a side torso with an arm still attached it will count their entire arm's hitpoints into the "damage taken" stat. This undermines the entire point of the stat, which is to measure how well a person spread their damage. Allowing an opponent to just drill through your side torso without ever touching your arm is not what you want to do, but the game currently treats it the same as someone who twisted really well and lost his arm first.

So right now I would say that until they fix this, the stat is of questionable value. Posted Image


Totally agree with you here.

But on the other hand if you are dying to < 150 dmg regularly you really need to be twisting more.

#24 WrathOfDeadguy

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Posted 28 September 2019 - 11:47 AM

When you win, I'd imagine it will also help pinpoint which of your team's assaults were of the "hide under bolder players' kilts" variety and which of the heavies and mediums absorbed a disproportionate amount of ouch in their stead.

#25 arcana75

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Posted 28 September 2019 - 03:09 PM

I say no to putting the damage taken stat onto the team summary screen. It's already enough to shame players by commenting on thier match score and damage done, now we want yet another stat to show how bad they are at twisting?

Enough with your elitist potato here potato there nonsense.

If the majority wants to have the damage taken stat on the team screen, remove the damage done as well and combine the 2 into a ratio, rather than the raw values. Damage done 500, taken 250, value is 2. 100/50 is also 2. The match score should suffice to make guesses on damage performance.

Edited by arcana75, 28 September 2019 - 03:18 PM.


#26 justcallme A S H

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Posted 29 September 2019 - 12:27 AM

lol a ratio.

#27 Appogee

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Posted 29 September 2019 - 12:51 AM

View PostDee Eight, on 28 September 2019 - 05:37 AM, said:

...showing the damn tier of the players so we could see how messed up the matchmaker is now

Given PSR is a deeply flawed system that has nothing to do with actual skill, it'd be meaningless to know how many "Tier 1" players you dropped with.

Literally, meaningless.

#28 General Solo

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Posted 29 September 2019 - 08:32 AM

Depends on context

Low damage take

View PostGoatHILL, on 28 September 2019 - 10:22 AM, said:


Totally agree with you here.

But on the other hand if you are dying to < 150 dmg regularly you really need to be twisting more.


Or using cover better and not getting hit so much in the first place.

Can be a handy stat used in context.

For example, how well can one trade from cover.

Edited by OZHomerOZ, 29 September 2019 - 08:33 AM.


#29 OmniFail

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Posted 29 September 2019 - 11:23 AM

View Postjustcallme A S H, on 29 September 2019 - 12:27 AM, said:

lol a ratio.


Explain and extrapolate.

#30 Davegt27

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Posted 29 September 2019 - 12:40 PM

I wonder how many players this change will chase from this game

#31 justcallme A S H

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Posted 29 September 2019 - 03:32 PM

View PostDavegt27, on 29 September 2019 - 12:40 PM, said:

I wonder how many players this change will chase from this game


Probably none?

Given there isn't many left as it is ..

#32 WrathOfDeadguy

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Posted 30 September 2019 - 12:42 AM

Considering that most players' understanding of their performance starts and ends at "did I kill something?" and "did I survive?" I seriously doubt most people will be helped or harmed by the change.

It is fun, however, to see the damage taken readout when you've done a good job of spreading and shielding. At least, y'know, when your arm falls off before the torso it's attached to. I've had a few results of more damage taken than total 'Mech HP value (Armor+Structure+bonuses), so I can only conclude that the stat does, in fact, track total damage taken (after reductions through destroyed components) rather than damage applied... and that lost arms counting towards torso kill damage is a bug. Or, y'know, the whole system is bugged. One or the other. Not sure how a Marauder taking 800+ damage with both legs, a side, the head, and an arm still intact after death happens otherwise.

#33 PhoenixFire55

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Posted 30 September 2019 - 01:05 AM

I always find it funny, that the people who are so concerned about the addition of "yet another stat" are also the same people who claim they "play for fun". Tsk tsk tsk.

#34 Vyx

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Posted 30 September 2019 - 05:47 AM

Something like "Tanking Score" would be more valuable, IMO.

(Damage Taken)*(Components Remaining)*(1[if dead] or 1.2[if alive])

Basically, this would place value on absorbing hits -and- remaining intact.

#35 Buster Machine 0

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Posted 30 September 2019 - 10:24 AM

Should show this stat in the end game scoreboard to see how effectively people are twisting / how tanky their builds are.

#36 GoatHILL

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Posted 30 September 2019 - 11:06 AM

View PostOZHomerOZ, on 29 September 2019 - 08:32 AM, said:

Depends on context

Low damage take


Or using cover better and not getting hit so much in the first place.

Can be a handy stat used in context.

For example, how well can one trade from cover.


I said dying regularly to less than 150 dmg. If you are not dying or not dying to less than 150 dmg on a consistent basis then my statement does not apply.

We have a guy in our group who we had been telling for years he needed to spread damage better. He would say "I do spread dmg" the new stat came in and he was dying to @ 140 dmg every game in a 70 tonner. He is now up to 3-400. Years of telling him did very little seeing the numbers changed his play in a few days.

#37 Jman5

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Posted 30 September 2019 - 11:31 AM

View PostGoatHILL, on 30 September 2019 - 11:06 AM, said:


I said dying regularly to less than 150 dmg. If you are not dying or not dying to less than 150 dmg on a consistent basis then my statement does not apply.

We have a guy in our group who we had been telling for years he needed to spread damage better. He would say "I do spread dmg" the new stat came in and he was dying to @ 140 dmg every game in a 70 tonner. He is now up to 3-400. Years of telling him did very little seeing the numbers changed his play in a few days.


That's why I really like more stats. You can cut through a lot of the BS. If they manage to fix the side torso/arm bug, we're going to start to get a really good idea of what to aim for.

Also, I probably don't need to state the obvious, but just remember that different weight classes are going to have totally different ranges of hitpoints. The numbers you get from a hard death in a light is going to look weak when compared to an Assault.

#38 Vellron2005

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Posted 30 September 2019 - 11:34 AM

I see absolutely no point to this stat, other than to pad somebody's epeen..

All the big "damage spreaders" and "torso twisters" and "armor sharers" will probably think they accomplished something..

I ask why do they give us something we don't need, instead of fixing, hmmm.. say, the decal placement bugs?

#39 Dimento Graven

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Posted 30 September 2019 - 01:49 PM

I like the stat, it's something I look at comparing my builds.

For example - King Crab vs. Fafnir, both 100 ton assaults:

Average damage received before the King Crab is dead: ~700-800 damage
Average damage received before the Fafnir is dead: ~500-600 damage

Significant difference between the survivability of the two chassis.

If PGI is tracking this information on a per chassis basis, maybe it will lead quirk adjustments.

(I mean if anyone currently left at PGI - after the various staff reductions and reassignments - is still concerned with maintaining balance)...

Edited by Dimento Graven, 30 September 2019 - 01:51 PM.


#40 Nightbird

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Posted 30 September 2019 - 01:53 PM

Tanking damage amount is pointless unless it creates an opening for your team to actually fire on the enemy.





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