Stabilis -> How Rage is Gained (concept) (1/3/2013 12:45:28)
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I admire the approach to ideas some people are doing which is hypothetical sometimes theoretical. So this is where a new concept to rage will be proposed. The problem that is to be addressed is a broken relationship between rage, agility, and offence. Agility is being removed, thanks be to the lightning god, but even so, the relationship between rage and offence is still very real. I could write an essay about why offensive style exploits rage in a broken manner but instead I will say that over the few years I have been here, attacking to gain rage is overpowered. That is as simple as I can say it. Why I am proposing a change to rage is because it has veered from it's original intentions from countering "tanks" to spamming super attacks against all players just from being offensive... having nothing to do with "tanks". Rage is a good guy gone bad. Scumbag rage. The proposal here is to refresh rage, to make it specifically target tanks and be less effective against other players. The current rage battle mechanic functions as: quote:
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. - Wiki The proposal is instead of becoming overly complex with a majority fraction of rage being determined by the damage calculations after an attack and also a minority fraction determined by damage taken... it would be... rage is determined by the sum of the opponent's Defense and Resistance divided by 2. Because the Defense and Resistance are a range of numbers (x1 to x2), the calculated Defense and Resistance in the rage calculation is a random range of those values. This amount is gained at the start of each turn. When there are 2 opponents, this calculation is made on both opponents, and the larger of the 2 rage ranges is used. Lastly, when a player hits minimum damage, they will receive a bonus to rage equal to how rage is gained, mentioned above.
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