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Items Stat/Damage/Requirement Scaling

 
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11/28/2012 19:57:58   
goldslayer1
Member

Before i get started with the numbers and math balancing behind this idea, i want to tell you how this would be beneficial.
to start out, this idea has already been suggested before, and has now been confirmed by Titan to be included as a feature in the upcoming game phase Omega.

quote:

@Titan_EpicDuel

Like the look of an item, but wish it could have better stats or more damage? In Omega ANY item can be improved to level cap!

the suggestion im making basically makes sure that the items will be balanced in terms of lvl.
and its a good suggestion because Damage, Stats, and Requirements rises in terms of %s as your lvl rises. so it keeps steady increase in all of these things.


L = Player lvl #

VARIUM Items
Weapons Damage Formula: Primary, Secondary, Auxiliary
L X 1 = Weapon Damage

Example: lvl 35 weapons have 35 damage


Item Stats Formula: Primary, Secondary, Auxiliary, Armor
Primary: L X 1 = Weapon Stats
Secondary: L X 2/3 = Weapon Stats
Auxiliary: L X 2/3 = Weapon Stats
Armor: L X 2/3 = Armor Stats

Example: lvl 35 primary has 35 stats, lvl 35 guns/aux/armor have 23 stats (after rounding up)

Armor Defense/Resistance:
Armor: L / 4 = Armor Def/Res

Example: lvl 35 armors would have 9 def/res after (after rounding up)


NON-VARIUM Items
Weapons Damage Formula: Primary, Secondary, Auxiliary
L X 1 = Weapon Damage

Example: lvl 35 weapons have 35 damage


Item Stats Formula: Primary, Secondary, Auxiliary, Armor
Primary: L X 1 X .85 = Weapon Stats
Secondary: L X 2/3 X .85 = Weapon Stats
Auxiliary: L X 2/3 X .85 = Weapon Stats
Armor: L X 2/3 X .85 = Armor Stats

Example: lvl 35 primary has 30 stats, gun/aux/armor has 20 stats (after rounding up)

Armor Defense/Resistance:
Armor: L / 5 = Armor Def/Res

Example: lvl 35 armors would have 7 def/res (rounding up not needed)


Base Requirements: Primary, Secondary, Auxiliary
Primary: L X 3 = Stat Requirement
Secondary: L X 2.5 = Stat Requirement
Auxiliary: L X 2.5 = Stat Requirement

Example: Lvl 35 primary would have 105 stat requirement. so it would require 34 tech, 34 dex, and 37 support (example)
lvl 35 Gun/Aux would have 88 Stat requirement so it would require 32 support, 32 dexterity, 24 str (just examples)

in one of my previous suggestions there was issues about requirements, so i came up with a % solution based on lvl.
this allows for a working format for lvl enhancements, whether they enhance down or up, to compensate for the damage your lvl should receive, and the requirements you should have.

NOTE: items that already have no requirements should stay that way.

another cool feature that could be added to this is, for an Item's rarity to play a role in the requirements.

Rare: 50% less requirements
Primary: L X 2.5 = Stat Requirement
Secondary: L X 2 = Stat Requirement
Auxiliary: L X 2 = State Requirement

Limited: 30% less requirements
Primary: L X 2.7 = Stat Requirement
Secondary: L X 2.2 = Stat Requirement
Auxiliary: L X 2.2 = Stat Requirement

Seasonal: 20% less requirements
Primary: L X 2.8 = Stat Requirement
Secondary: L X 2.3 = Stat Requirement
Auxiliary: L X 2.3 = Stat Requirement




where the stat goes will be determined by where they already have stats.
ill use frostbane as my example.
8 Dex
8 Tech
8 Support

frostbane is lvl 30, if i were to upgrade it to lvl 31, i get an extra damage, and stat.
statistically, the extra stat should then be placed at the top.
meaning at lvl 31, it would have 9 Dex, 8 tech, 8 support.
now at lvl 32, it should be 9 dex, 9 tech, 8 support, and so on.

this might seem complicated, but its more balanced then deciding randomly how much stats, damage and requirements a weapon will have.

< Message edited by goldslayer1 -- 11/28/2012 20:16:11 >
AQW Epic  Post #: 1
11/28/2012 20:16:52   
Ranloth
Banned


I think they already have more detailed numbers (formulae) set in stone to balance it out at all levels + future levels, as well as how it'd work in relation to other skills; not all formulae is released to the public for a reason, DF does it too IIRC.
Devs probably got it worked out so it won't break past certain level and keep the balance of items in place thanks to formulae. It's much more complex than what you are suggesting, most isn't released to the public but I did see formula for passive Armors and how it's calculated thanks to Ashari (it's outdated now after the changes sometime ago).
AQ Epic  Post #: 2
11/28/2012 20:21:38   
goldslayer1
Member

@trans
while it could be more complex, is it more balanced? (its not really balanced if a var lvl 35 weapon has more stats or damage than another lvl 35 varium wep)
i dont wanna have to see a full varium wep have more stats than another full varium wep. this keeps it at a steady pace for all weapons.
and non variums in terms of stats would only be 15% behind.

they might have something in place already, but i still would like for them to take a look at it.

< Message edited by goldslayer1 -- 11/28/2012 20:28:41 >
AQW Epic  Post #: 3
11/28/2012 20:30:14   
Yo son
Member

I actually like this idea, no, I love this idea, especially the part about rare, limited rare, and seasonal rare, if anything else those should be implemented.
Post #: 4
11/28/2012 20:44:36   
Ranloth
Banned


quote:

while it could be more complex, is it more balanced? (its not really balanced if a var lvl 35 weapon has more stats or damage than another lvl 35 varium wep)

Yes, yes it is. Since their formulae works with the skills on top of it. And it allows them to see power of the skills at ___ level. If you're familiar with AQ's balance standards then you'll know exactly what I mean.
quote:

i dont wanna have to see a full varium wep have more stats than another full varium wep. this keeps it at a steady pace for all weapons.

Varium Limited/Seasonal Rare weapon will have more stats than Varium weapon since Limited/Seasonal grants few stats bonus and +1 more enhancement slot already. If there is imbalance in 2 weapons of the same level with the same status then I'd advise PM'ing Rabble who takes care of balance and raising the issue since it'd be likely a bug that needs fixing or an item may have bonus hidden such as Eggzookas do (+4 more stats).
AQ Epic  Post #: 5
11/28/2012 20:51:00   
Xendran
Member

Trans: Provide a source, or everything you're saying is invalid.
AQ DF Epic  Post #: 6
11/28/2012 20:55:27   
goldslayer1
Member

quote:

Yes, yes it is. Since their formulae works with the skills on top of it. And it allows them to see power of the skills at ___ level. If you're familiar with AQ's balance standards then you'll know exactly what I mean.

u mean to tell me the devs themselves told u personally what the formulas and system is?
this isn't related to skills at all. its only for stats.
stats to skills balance is a whole different subject.

quote:

Varium Limited/Seasonal Rare weapon will have more stats than Varium weapon since Limited/Seasonal grants few stats bonus and +1 more enhancement slot already. If there is imbalance in 2 weapons of the same level with the same status then I'd advise PM'ing Rabble who takes care of balance and raising the issue since it'd be likely a bug that needs fixing or an item may have bonus hidden such as Eggzookas do (+4 more stats).


and just suggested a bonus for the rarity differences. its the requirements.
weapons of the same type, at the same lvl, should however universally have the same amount of stats and damage.
ur paying the same varium for it, in most cases could be even more, it should be the same stats/damage. thats basically the suggestion, so it shouldn't matter how it is right now.

< Message edited by goldslayer1 -- 11/28/2012 20:56:01 >
AQW Epic  Post #: 7
11/28/2012 21:00:13   
Ranloth
Banned


Ask Rabble. It was all said on IRC by either him or Ashari, and I asked him how boosts work for Rares and Varium items. Eggzookas also get +4 stat boost which is why they are still the top Auxes. General observation led me to the conclusion and I had it confirmed. If you also want it confirmed, as I said, PM Rabble or speak on IRC just like I did. It only takes few minutes to ask and nothing is stopping you.

This is for enhancement slots:
quote:

[21:17:15] <Trans> I noticed Phase Promos have 10, and base seems to be 5 at top Level + 1 per Rare + 2 per Varium. Or am I wrong?
[21:17:25] <@RabbleFroth> I can't remember the rules for that offhand
[21:17:41] <@RabbleFroth> Think NW generally handles weapon stats
[21:18:35] <Trans> Hmm, seems like Rare awards 2 (Limited Rare as well) and 1 for Seasonal. Just needed confirmation.

That's from a while ago. Need confirmation? Go and ask rather than say it's invalid. Why would I put words in Dev's mouth and spread false information which could get me in trouble? Exactly.
AQ Epic  Post #: 8
11/28/2012 21:05:41   
goldslayer1
Member

@trans
so u just kinda said urself its false information O.o

im just saying, a nice suggestion doesn't stop them from changing what they currently have, months before they even got the release out.

< Message edited by goldslayer1 -- 11/28/2012 21:06:53 >
AQW Epic  Post #: 9
11/28/2012 21:07:04   
Xendran
Member

I don't care for opinions or arguments, just give me a verified source or your claims are invalid.
AQ DF Epic  Post #: 10
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