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Change to HP

 
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10/7/2013 16:53:45   
ED Divine Darkness
Member

As i have noticed when playing ED, high damage output build totally destroys low hp builds. i dont have proof so you sill have to see for yourself. make any type of tank build with minimum hp. they use any other stat u want. now go against a str bm( not directed at them, or calling them op) tech mage or str tlm.(again, not calling any class op)
u get munched without any luck.

so heres my idea:

a hp penalty( not agility)

(your hp- their hp) x 0.03. this is extra/less damage enemy does to you.

(their hp- your hp) x 0.03%. extra/less damage you do to them.

this is calculated into every hit.

tell me if you like my ideas.




< Message edited by ED Divine Darkness -- 10/7/2013 17:08:50 >
AQ AQW Epic  Post #: 1
10/7/2013 17:02:00   
Mother1
Member

Bringing back agility in any shape or form is a bad idea. It was admitted by the staff that this was a bad band aid to a gaping wound of a problem at best, and there is no need to bring it back. Especially since we have less stats then we did before.

This would basically punish those who use high HP or mid high HP (which basically are all the dominating builds other than tanks) and force players to go into low HP tanking to get around this. Every build has it's strength's and weaknesses be it tank builds, or high HP glass cannon builds.

What is really needed is that we get back the stats we lost when omega came without the agility tying to it. Cause last I remember high damage builds weren't a problem when we had the stats and HP to deal with them, but now because HP and defenses were nerfed offense and Glass cannons got a buff.
Epic  Post #: 2
10/7/2013 17:03:46   
Ranloth
Banned


Me: 100 HP
Enemy: 80 HP

100 HP - 80 HP = 20 HP * 0.03 = 0.6

So they deal 60% damage less with this?

80 HP - 100 HP = -20 HP * 0.03 = -0.6

So I'd deal -60% more damage to them?
AQ Epic  Post #: 3
10/7/2013 17:07:28   
ED Divine Darkness
Member

no.
i meant 0.03 oops. :P
so if they hav 20 less they will deal 0.6 more dmage(rounded to 1)

< Message edited by ED Divine Darkness -- 10/7/2013 17:08:12 >
AQ AQW Epic  Post #: 4
10/7/2013 17:14:13   
Scyze
Member

Erm... This has always been like this. Before Omega when I was a tanking TLM, I found that Strength builds were destroying tank builds. When I decided to become a Strength Blood Mage, it was true. Even with their high defences, I still managed to deal over 55 damage with (Rage) Bludgeon.

Are you trying to make damage work similar to Adventure Quest or Pokémon?
AQ DF MQ AQW Epic  Post #: 5
10/7/2013 17:15:15   
ED Divine Darkness
Member

pokemon and AQ? huh? i dont get what u mean by ringing in those 2 games which are nothing alike.
AQ AQW Epic  Post #: 6
10/7/2013 17:21:19   
Mother1
Member

Please explain to me why you think it is fair that those who invest in health and leave themselves with low defenses need to be punished even more just because they want to have health? Last I checked HP is very important since you can't fight without it.

Also this will make luck even worse because we don't know who we will be fighting, and if someone comes in and has less HP then me, or visa versa the person will get hit with diminishing returns while the other person will get a buff for this battle.

It will cause more problems than it would solve.
Epic  Post #: 7
10/7/2013 18:25:35   
goldslayer1
Member

not supported.

punishing players for choosing HP over defense shouldn't be done.
and my reasons for this opinion is that the stat system itself is not balanced.

all this will do is create more loop holes and force players to using lower HP builds while using higher offensive output.
it would make things worse because players would be less inclined towards using high HP builds.

end result would be battles ending faster due to players choosing to go with less HP.
AQW Epic  Post #: 8
10/7/2013 22:44:45   
toopygoo
Member

i do believe that you guys have taken his message out of context (some of you can be such bullies... >.<)

as someone with a high level merc character and tangible experience in this area (which i dont claim you guys dont have either, for the record), yes tank builds are completely blown to smithereens by high HP builds. want to know why?

cause they pair it with bloodlust. thus, you start with high HP, have a high HP return, and usually get 2 or so rages before you die, giving you high damage and greater HP return
alas, there is a max on how much damage you can output with brute strength and abilities on these builds, and so most of them become rather useless as a merc.
what i found most efficient was reducing their strength, however this isnt all powerful, because they can just take 3 turns to aux/robot/heal and never actually fail to deal huge damage from a strike in the first place.

the problems that occur with the difference of debuff skills like smoke and malfunction is that decreases defence, as well as damage output from certain abilities.
the injustice from this with intimidate, is that strength doesnt debuff any skills, except fireball which i really dont find anyone using, and massacre.
i know some of you are going to argue that "it also decreases the damage output from bludgeon, double strike, berserker etc.
this claim is partially true and partially false: yes, you have decreased how much damage their berserker does, but at the same time, those percentages are fixed, so you cant actually decrease them. why is this unfair? well, to put this in perspective, you can avoid the effects of intimidate completely over 3 turns by using alternate attack methods like bot, and aux, your sidearm, if it has deadly aim, will still get the fixed boost, and you can still pump out huge damage ragardless of your class.

if you smoke of malf someone, a merc cant regenerate either of those two stats, so they will be taking increased damage over the course of their next two turns, even if they spend a turn on cleanse, and oh wait, they lost a turn using cleanse to being with. also, they skills have been decreased, e.g. bunker buster, and this also deals less damage. yes smoke and tech can cause someones defense to decrease, and cause them to deal less damage, can initimidate do this? nope.

Merc also cant run a high HP build becasue it has no regenerative properties, unlike TM, TCLM, BM, and BH. and tbh, i have never seen a succesful high HP CH, and ive been playing for 4 years. i think thats logical evidence, as that means i have had over 150,000 opportunities to find one. this doesnt mean there are 0, but i'd say less than 2 at most.

so in conclusion to those who didnt bother to read it all:

it is important to punish people who choose high HP builds over defence builds, is because they have no downside since people cant deal enough damage to kill them fast enough anyways, + they get regenerative bonus, and anything else class exclusive comes with a downside. why should the ability to run a high HP build?

if you want to challenge this idea, then i put forth the following challenge:
make a merc build that can deal over 190 damage in 4 turns. becasue this seems to be necessary to fight a BH or BM nowadays...

also, the solution i suggest, is decrease the rate at which bloodlust works, in accordance to HP. e.g.: at 70 HP [minimum rounded down], you have 30% regain, and by like 85 you have 25%, and by 100 you have 20% and so on.
AQW Epic  Post #: 9
10/8/2013 6:07:20   
kosmo
Member
 

not supported; but still u got the problem, or the hp progression gets fixed or the entaire stat progression get fixed, i would prefer the first option, maybe hp and ep could incrase like the other stats, evry 2 points u get 3 hp, that could solve some defensive issues that some class have.
Epic  Post #: 10
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