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How Rage is Calculated

 
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4/4/2012 16:47:20   
Stabilis
Member

quote:

http://epicduelwiki.com/index.php/Battle_Mechanics#The_Rage_Meter



The Rage Meter

The "Rage Meter" in battles was introduced with EpicDuel Beta Version 1.0.2.
What is the Rage Meter?

The Rage Meter was designed as a counter for highly-defensive builds (tanks) as well as a counter to players that repeatedly consume packs while waiting to use their ultimate skill. A player's Rage Meter increases each time they attack an enemy and each time they receive damage. When the Rage Meter fills completely, all of the player's attacks will inflict increased damage for one turn.
How does the Rage Meter fill up?

As an attacker, rage is gained at a rate of 110% of damage blocked (by the opponents defense/resistance) + 1% per 4 support you have over the defender, up to a maximum rate of 125%. If at a support disadvantage, the minimum rate is 95%.
As a defender, rage is gained at a rate of 25% of the damage taken, +0.25% per 4 support you have over the attacker, up to a maximum rate of 29%. If at a support disadvantage, the minimum rate is 21%.

Here are a few examples:

Example 1 (DEFENDER):

A player is attacked for 20 damage. The defender's Rage Meter will increase by 5 points.

Example 2 (ATTACKER):

As an attacker, you deal 40 damage and they block 20 of it with their resistance or defense. Your Rage Meter will increase by 22 points.

Example 3 (ATTACKER):

As an attacker you use Plasma Bolt for 34 base damage. The defender blocks 10 of it, bringing it down to 24 damage. Your Rage Meter will increase by 11 points.

Notice that the Rage Meter will fill more rapidly against an enemy that is heavily defended or well-buffed. Additionally, notice that the Rage Meter will only fill when a player is attacking or taking damage ... actions like Healing, using packs, or casting a buff will have no effect on the Rage Meter.
How many points are required to fill the Rage Meter?

The amount required to fill the Rage Meter starts at 40 points and increases by 2.5 points per level. So for example, a level 5 character's Rage Meter would require 53 points (40 base + (2.5 points x 5 levels)).
How much more damage will a Rage attack inflict?

Rage attacks are designed to ignore 45% of defense (and yes ... it can stack with reductions from Critical Strikes and skills like Cheap Shot). Because the Rage Meter was introduced as counter for tanking, the damage increase will naturally be most noticeable against players with highly-defensive builds. Rage attacks completely ignore the bonus from Hybrid Armor, Mineral Armor and Plasma Armor.

If ignoring 45% of defense and/or resistance gives a damage bonus of less than 10, the rage attack will instead add 10 damage.
What happens when attacks are blocked?

If an attacker is blocked, the attacker's Rage Meter will still fill up by the amount that the defender's defense or resistance would have reduced the damage had the attack connected. The defender's Rage Meter will not increase.
Rage Calculations

If both players have the same Support values, their Rage meters will increase at the same rate. Your rate is scaled upward or downward by 1% per 4 points of Support advantage or disadvantage you have compared to the enemy. (Additionally, remember that the original Rage rules still apply ... Rage increases faster when attacking heavily defended enemies, and your Rage increases slightly when taking damage as well).

The above increase maxes out at 15% in either direction - it can scale up to 125% of the normal Rage rate, and can be reduced to a minimum of 95% of the normal Rage rate. But the Rage rate can be increased if at least 1 Skill Point is added to Adrenaline , so that makes your Rage Meter fill up faster than it is supposed to be , so the minimum Rage rate you can get with Adrenaline at Level 10 is 115% and the maximum Rage rate you can get is 145% .




How would you calculate rage? Also, do you think that there are any innovations that could develop off of rage?

< Message edited by Depressed Void -- 4/5/2012 15:45:38 >
AQ Epic  Post #: 1
4/5/2012 3:07:01   
King FrostLich
Member

Calculate your total damage and the damage you do. Here's an example, I have 47-50 energy damage and my opponent has 32-39 resistance. When I hit him, I deal 11 energy damage. The way I calculate it is:


Lowest total damage - damage dealt = rage points gained
47 - 11 = 36 rage points



It may not be approximate but it is the nearest I can get. For a level 34 player, you require 125 points to gain rage. Take note that getting hit hard from you opponents significantly adds rage points. Also, if any of you didnt notice, the defence and resistance that you have will be the rage points gained from your opponent. Having 27 - 33 defense means there is a chance for your opponent to gain 27 - 33 rage points as well as gaining the extra rage points from hitting them.

_____________________________

Epic  Post #: 2
4/5/2012 16:43:55   
Stabilis
Member

The way I would calculate rage:

Rage is calculated by the amount of damage taken only.

Why would I not include attacking or armour? Attacking for rage is too advantageous for Bloodlust, other passive skills besides Deadly Aim would not agree with rage. For example, an attacker with Reroute (or Shadow Arts or Hybrid Armour) does not receive any aid for inflicting damage.

Rage is presently corrupt for Bloodlust and Deadly Aim, ironically, the Blood Mage skill tree has both! This is a clear opportunity for players capable of such synergies to exploit rage in PvP for an advantage. Skill trees without Bloodlust or Deadly Aim are less functional in this aspect.

Why would I not include armour in how rage is calculated? Well, rage is definitely a weapon to use against tanks. It's state and behaviour are presented in such a way that tank players would have at least a twice as difficult plight in obtaining rage as opposed to non-tank players.

My only issue with armour calculations is that offense is valued over defense in terms of whichever player strikes the most armour the majority of the time... will be the one who kill first, while defensive type players will not receive any compensation for their strategy. In this outlook, EpicDuel could be considered a senseless game of hit and run, and lacking substance.

If rage were to only be calculated by damage received, tanks would still be victim to the mechanics while offensive play types would not in turn have any ludicrous advantage (Blood Mage).

I would calculate the rage meter capacity by total health and also tie in an agility-related concept. I would restrict the efficiency of health use as health can be considered a suitable substitute for requiring Defense/Resistance.



Rage Meter Total:

Total = Player Health + Penalty

The penalty increases with player health, the greater the health, the greater the total rage would be.

This is a linear slope, a half-life or exponential increase would turn off health preference quickly over time.

Penalty = (Base Health - Principle Health) / 2



PLAYER1 is a Mercenary and has 125 health.

Total Rage

= 125 + (125 - 47) / 2

[Mercenaries start at 47 health]

= 125 + 39

= 164



How Rage Points are Calculated:

Rage Increase = Damage Received * 2

.
.
.

Tired at the moment, I feel as if there is more to add. Taking a nap and finishing this later.

< Message edited by Depressed Void -- 4/5/2012 16:45:31 >
AQ Epic  Post #: 3
4/5/2012 17:30:24   
Ranloth
Banned


How does that go with existing skills? What's your solution if skills end up UP or OP? What if there's a way to abuse it? Does it work until Level cap, which can be as high as 100 or as low as 50? Will it not break so will be balanced at ANY given Level? How does that affect players now? What about defensive skills? What if it requires further changes to other stats? What are advantages and disadvantages to most of the builds in ED for 6 given classes? What changes do you suggest to skills like BL, DA, Reroute if it makes it too beneficial? Will it balance the classes who own the skills as well as it is now? How does it affect 1v1, 2v2 and Juggernaut? What if it ends up making one mode or even two much harder/easier? How do you plan or suggest on fixing it? What if rage ends up worse for defenders - attackers will gain much more on it; more OPed and bigger advantage?
Also any data why current rage is doing poorly while yours would be much better? Data for current one would be good, otherwise it's making a plain statement with assumptions.

Yes bunch of questions but answers are needed and questions are purely obvious + most people would like answers for these ones.


< Message edited by Trans -- 4/5/2012 17:31:35 >
AQ Epic  Post #: 4
4/5/2012 17:43:32   
ND Mallet
Legendary AK!!!


@void No, just no. Rage was made because tanks took too long to kill. That was the only reason it was implemented in the game. What you're suggesting is that tanks would have no penalty aside from lower rage rates.
AQ DF MQ AQW Epic  Post #: 5
4/5/2012 22:21:47   
rej
Member

Interesting, I never realized that lower level players require less points to fill their rage meter.

The only suggestion I have for rage is that the amount that support increases its rate of increase should be raised to 3 points per level instead of 4, since support builds still have not recovered from the massive streak of nerfs they suffered recently.
AQ DF MQ AQW Epic  Post #: 6
4/7/2012 10:01:20   
Practel
Spectating from the Sidelines


Locking this up.

Balance discussion should be in the balance thread.

Do not remake this.
~Practel
DF MQ AQW Epic  Post #: 7
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