Stabilis
Member
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Trans and ND Mallet, Ah, but you see, multi-target skills are area of effect, not concentrated as is a single-target skill like Plasma Bolt. Think of multi-target skills like a cluster bomb. The blast radius is 25 metres and every unit (hostile) inside the blast will take 100 psi of pressure. Now even if 1 lowly unit was in the blast radius, they would still take 100 psi instead of each explosive homing in on them culminating into a greater attack power. This is the reasoning for a multi-target having as much charge to it per hit as any other. Damage is the primary balance aspect since, well, 1000 damage is game-breaking so damage determines the range of possible values that will not under or overshoot an effective attack damage. quote:
I can deal 170% damage at the same cost? Where's fairness in that? Accumulatively speaking, the total damage was damage on target 1 plus damage on target 2. There is room for error so that the total between 2 targets would be 170%... but I would expect it to be 200% using the clusterform argument. To go further, what would you say would be a fine sum of damages between 2 targets? 200% is reasonable but not balance-specific. IF... damage AFTER calculating defenses were to be 75% instead of 75 or 65 or 85 yaddayaddayadda % BEFORE calculating defenses, would this help? Let me see... Let x be attack damage, y be defenses, z be final damage, p be percent rate (of damage), (x*p - y) = z (before) (x-y)*p = z (after) Throwing in these constants, x = 30, y = 15, p = 50%... Before: (30*0.5 - 15) = z z = 0 (...3) After: (30 - 15)*0.5 = z z = 7.5 (...8) So, clearly as shown the percent rate only applies to the damage in "before" as opposed to damage and defenses equally in "after", resulting in "after" producing more damage after calculations. Therefore with this formula the stat progression for multi-attack skills can be slowed, perhaps only half as fast or three quarters as fast as Plasma Bolt.
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