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NEW Damage Calculation Procedure

 
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3/18/2013 19:27:04   
Stabilis
Member

Small suggestion here:

  • Post-normal damage modifications. This is a very minuscule change in how damage modifiers calculate or how % calculations in damage as the result of these calculations are... calculated. Calculated. Calculation. Calculator. Did I calculate enough yet?

    The logic is as appears (DEFENCE meaning Defense or Resistance, whichever is calculated) (DAMAGE meaning weapon or skill damage, whichever is calculated):

    (DAMAGE - DEFENCE) * X%

    Instead of what we currently use which is...

    (DAMAGE * X%) - DEFENCE

    The reason I suggest this is because BEDMAS dictates that... due to the position of the X% modification, DAMAGE is the only article which is affected by any % modifications. This implies that DEFENCE is unhindered by any reductions made in X% < 100%, but when X% > 100% DEFENCE is less influential. But the problem lies when X% < 100% like the 85% on multiple target skills like Artillery. It is much easier for any DEFENCE to cancel out with a DAMAGE when the damage is reduced, sometimes leading to minimal damage. And this is when a skill becomes overly-nerfed. An omni-modification to both DEFENCE and DAMAGE is as easily analyzed and balanced as would be a single target skill.

    Multi-Shot and Plasma Rain have nearly identical progressions to Stun Grenade or Overload (all Dexterity), but when concerning 2 targets, we get that Stun Grenade and Overload have higher damage, yet are considered imbalanced skills themselves in damage. So then the question is: concerning 2 targets, would multiple target skills used against 2 targets be considered imbalanced having low damage as well? This calculation does not have to take precedence over the current modification method, but it can be included as another option. The % values simply should be lower, but all in all this is easier to balance as the skills can be closer compared to matching single target skills.

    That was a long explanation for a small suggestion.

    < Message edited by Depressed Void -- 3/19/2013 10:48:17 >
  • AQ Epic  Post #: 1
    3/19/2013 2:30:43   
    arthropleura
    Member

    ASIAN SUPPORT
    I just saw maths yeah?
    DF AQW Epic  Post #: 2
    3/19/2013 8:29:23   
    Xendran
    Member

    http://forums2.battleon.com/f/fb.asp?m=21000809

    This here is another good reason as to why this should be implemented, and how significant of a positive impact it would make.

    EDIT: Your formulae are reversed partially

    instead of (def-dmg*0.x) and (def-dmg)*x, they should be

    (damage * X) - defence and (damage - defence) *x

    < Message edited by Xendran -- 3/19/2013 8:32:43 >
    AQ DF Epic  Post #: 3
    3/19/2013 10:48:44   
    Stabilis
    Member

    Slight changes to post1. Thank you.
    AQ Epic  Post #: 4
    3/19/2013 16:14:09   
    Midnightsoul
    Member

    Supported. I obviously don't get why this isn't implemented already...
    DF AQW Epic  Post #: 5
    3/19/2013 16:46:48   
    Xendran
    Member

    quote:

    I obviously don't get why this isn't implemented already...


    Because they havent hired a dedicated balancer, and none of the dev team is qualified for it. (Yes, balance is something you need to be qualified for, not just some random member of the dev team can do it)
    AQ DF Epic  Post #: 6
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