Stabilis
Member
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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 >
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