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Curving IA's damage increase

 
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8/18/2013 21:21:15   
  Exploding Penguin
Moderator


I found it lame and boring that IA only reaches turn 10 (or 11) before it caps. I personally like fights that go past round 15, so I'm thinking why not change IA to have its damage increase be infinite but in a logarithmic curve rather than a linear curve with an endpoint? Of course, a logarithmic curve won't be "infinite" because it will eventually smooth out into a horizontal asymptote, but the curve could then be rigged to increase slightly per turn so that it would be a modified logarithmic curve that has no asymptote. This would make it slightly easier and less of a loss to use IA's special in earlier turns, but makes it so that past turn 10 IA still has its uses and people would be more encouraged to make fights last longer if they wanted to.

I'm thinking somewhere like the minimum damage boost gained per turn would be around 0.5-0.7%, and you could reach double bot damage at around turn 30-35 or so.
Epic  Post #: 1
8/19/2013 1:58:28   
kittycat
Member

Well why not this? Half linear and half-logarithmic.

At turn 9, the linear increase of IA energy attack shifts to logarithmic increase, multiplying the 20% boost by ((100+ 5log base 2(x-8))%

So at turn 14, the damage boost becomes 1.2*1.12925=136%?

At turn 20, the damage boost becomes 1.2*1.17925=142%

This boost caps at turn 40, at 150%. Very few battles reach this point but that's the way it goes.

X stands for number of turns or what round is it

< Message edited by kittycat -- 8/19/2013 2:06:57 >
AQ MQ  Post #: 2
8/19/2013 23:31:51   
  Exploding Penguin
Moderator


I was hoping for a higher horizontal asymptote rather than 1.5, like 1.8. 1.5 is only 20% higher than the current cap.
Epic  Post #: 3
8/20/2013 2:35:09   
Midnightsoul
Member

IA is old. This idea is cool, but I just want the special reusable...
DF AQW Epic  Post #: 4
8/20/2013 15:23:47   
  Exploding Penguin
Moderator


reusable special is another way of implementing what I'm trying to suggest (which is IA still has value after turn 10), but it'd take some thinking and a lot of testing to find out how to make it equal in power to the other bots.
Epic  Post #: 5
8/20/2013 15:35:58   
DarkDevil
Member

^ that is how it started but they caped it to once because of its power , what about 6 turns cooldown , that will make it usable but in very long range like if you used it at 4th turn it will take to 10th turn to be reused and up to 17th turn to be used again... no fight will long till 17th except boss so it will be balanced with use of twice if the fight makes it to 10 turns which it usually doesn't.

althought that would make it stronger than gamma bot but 6 turns cooldown will make you do 3 times the strike in the time you do the energy twice , not sure about that balance , mighta think it will be unbalanced.

< Message edited by DarkDevil -- 8/20/2013 15:38:38 >
AQ Epic  Post #: 6
8/20/2013 15:36:26   
Sensei Chan
Member

I remember when IA could reach 60-70 Damage on rage :D
Epic  Post #: 7
8/20/2013 16:50:17   
Mother1
Member

@ sensei chan

60-70?

God I remember when it did 90 damage to me on rage. I still am ticked that I lost to that tactical merc when he has 7 health and I had 90.
Epic  Post #: 8
8/20/2013 17:53:21   
DarkDevil
Member

not really sure how is 90 damage possible even rage , assuming he is focus 5 with ALL other points AND items set to tech it would rather be 80 as max assuming you have no resistance.

< Message edited by DarkDevil -- 8/20/2013 17:54:32 >
AQ Epic  Post #: 9
8/20/2013 18:11:21   
Ranloth
Banned


Because it's impossible now, hence why Mother said "when it did 90 damage". It used to be much stronger.
AQ Epic  Post #: 10
8/21/2013 0:50:00   
  Exploding Penguin
Moderator


@darkDevil: I don't remember if before it had a cap, but let's say cap was 170% (I think it was somewhere around there). If the TLM was 5 focus in delta's environment, the player could easily get 19+12+30 bot damage. 61 * 1.7 = 103.7 which rounds up to 104. So if mother1 had the RNG choose her resistance to be 28 and the TLM raged with IA, it could easily do 90 damage, even if it didn't crit.

I remember on turn 7 I was hitting in the 50s without rage.

And no, longer cooldown wouldn't solve the problem. It would just give it, like, something that makes it seem better but it's not likely you'll even get to the second time when you can use it again. I think there'd need to be a special algorithm placed in for resetting damage back by a certain amount each time it's used.

< Message edited by Exploding Penguin -- 8/21/2013 0:51:13 >
Epic  Post #: 11
8/21/2013 2:04:23   
Sensei Chan
Member

I think I hit 94 once or 89.
Epic  Post #: 12
8/21/2013 4:38:47   
CN2025
Member

i hit 110 non crit that bot was so op back in the infernal wr
AQ DF AQW Epic  Post #: 13
8/21/2013 14:05:47   
dfo99
Member
 

back to 40%
Post #: 14
8/21/2013 16:33:30   
Tri Phoenix
Member

@ Dark Devil i have seen IA Done more then 100 damage in Youtube So i think that it is possble to reach 90 damage
AQW Epic  Post #: 15
8/21/2013 16:48:03   
DarkDevil
Member

everyone switching from the title to "explain to dark devil how it did 90 damage"
AQ Epic  Post #: 16
8/21/2013 16:50:43   
Tri Phoenix
Member

@ Dark Devil First When the IA was Released It could do 160% damage or more i think so the IA Could Gain So much power That it could do more and more damage after many turn . So its Logical That it could do 90 or more damage
AQW Epic  Post #: 17
8/21/2013 17:00:24   
DarkDevil
Member

7 posts so far to say the same thing which has nothing to do with the title , anyone wanna raise .... 1 . 2. 3 . sold out.
AQ Epic  Post #: 18
8/21/2013 20:52:27   
  Exploding Penguin
Moderator


This turned into a thread where people brag/complain about how much damage they did...

On-topic: So...any more thoughts on logarithmic curves for IA's damage that exceeds the current 130% cap?
Epic  Post #: 19
8/24/2013 12:05:32   
kosmo
Member
 

IA is very interesting to use with high tech for many classes like bm, ch and tm.
Epic  Post #: 20
8/26/2013 8:14:10   
ED Divine Darkness
Member

it doesnt really NEED a change but what you could do is make it reuseable. but everytime you use it it has a 4 turn cooldown and its power is reset.

so it wouldnt be op like the old IA, but useful in 20+turns in a battle.


or just make it gain power quicker.

< Message edited by ED Divine Darkness -- 8/26/2013 8:15:41 >
AQ AQW Epic  Post #: 21
8/26/2013 9:31:31   
DarkDevil
Member

that will make it stronger than gamma bot.
gamma bot uses its skill every 3 turns this one use it stronger but once.

< Message edited by DarkDevil -- 8/26/2013 9:34:56 >
AQ Epic  Post #: 22
8/26/2013 10:21:24   
ED Divine Darkness
Member

quote:

that will make it stronger than gamma bot.


wrong. gamma bot supplies immediate 100% damage of any damage type every 3 turns.

IA will only supplie 100% phyical damage every 3 turns, but its special will have to be charged 6 turns (including the warmup) for 100% damage and it will have a 4 turn cooldown.
AQ AQW Epic  Post #: 23
8/26/2013 11:46:22   
King FrostLich
Member

With health being nerfed as it is in its current state, this doesn't need to be buffed or nerfed any further. The bot already had its time being a battle-ender during Delta and early-Omega stages. Back then, this stopped tanks easily for 5 focus users(mostly BM builds) and is the main reason why 5 focus BM stood out as the most powerful and OP five focus class at that time next to the fighting TLM and BH focus builds. I've seen this bot still being powerful but not as much as it used to which is why only tank builds are meant for this bot since its special is a one-time usage and must not get deflected to achieve full power.
Epic  Post #: 24
8/26/2013 13:07:40   
ED Divine Darkness
Member

quote:

this doesn't need to be buffed or nerfed any further.


i kinda already said that. it is good that we agree.
AQ AQW Epic  Post #: 25
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