How Rage is Gained (concept) (Full Version)

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Stabilis -> How Rage is Gained (concept) (1/3/2013 12:45:28)

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.




Xendran -> RE: How Rage is Gained (concept) (1/3/2013 12:50:28)

Or they could just balance the game properly and not need rage.




Stabilis -> RE: How Rage is Gained (concept) (1/3/2013 12:55:12)

That would be cool too, if players that took 3 damage Physical or 3 damage Energy each turn had a vulnerability. [:D]




Xendran -> RE: How Rage is Gained (concept) (1/3/2013 23:30:17)

I personally believe that rage should be useable once per battle, useable at will (and not forced on you when you get full rage), and going second should give half a bar at the start.




Nub Apocalypse -> RE: How Rage is Gained (concept) (1/4/2013 1:49:16)

Not overly complex? You know almost every at least decently popular game hires mathematicians just to make a complex formula for a game function. It's complex with reason, i'm sure the way rage currently works would be better than your idea.




Stabilis -> RE: How Rage is Gained (concept) (1/4/2013 14:37:50)

^

Which is why it can be exploited just by spamming attacks, taking damage is insignificant to rage, rage is unbiased to players so tanks and non-tanks alike are victims of rage. Rage is designed to combat rage yet it helps spammers mostly.

And by the by Nub Apocalypse, Titan coded rage, not a specialized mathematician for solving equations and expressions. Titan has good experience in math because he majored in computer science no doubt. No we did not hire Stephen Hawking just to invent rage, that sounds ridonkulous. Rage is very... variable/situational, which is why I said overly complex. We probably define complex differently where I would say ADVANCED is your definition of complex if you start involving multiple uses of inverse and the family of exponents.

Not sure if anyone told you already but simple is better than complex. The more simple things are the easier yet faster they are to understand. Not to say that my idea is better than the current structure, but as a simpler workaround it could definitely be an improvement. Are your concerns answered?




Mother1 -> RE: How Rage is Gained (concept) (1/4/2013 14:48:32)

@ depressed

The staff is doing a whole system over haul for omega. We don't know what they have in store for us yet and for all we know they most likely have something for rage as well. Your idea seems like a nerf to rage. It is logical that someone who defends more would get less rage because they aren't attacking! It is also logical that a person who is attack someone with high defense would rage faster as well for the soul purpose that dealing little damage against high defenses would anger said person even more.




Stabilis -> RE: How Rage is Gained (concept) (1/4/2013 14:52:52)

quote:

It is also logical that a person who is attack someone with high defense would rage faster as well for the soul purpose that dealing little damage against high defenses would anger said person even more.


But this is about balance not psychology. [X(]

This is a bare bones solution that causes rage to occur more frequently for the higher Defense and Resistance that the player has.




ED Prince of Shadows -> RE: How Rage is Gained (concept) (1/4/2013 15:04:12)

What about support? Will it become a useless stat while 5 focus tanks are more favored then ever before?




Mother1 -> RE: How Rage is Gained (concept) (1/4/2013 15:05:52)

@ depressed

If what you are saying is true then wouldn't this overpower tank players? While you would be taking the power of rage away for attacks (which I still say it is more logical for them to rage fasters since rage works with attacks) you will be causing defensive builds to rage faster.

We both know more strength spammers have low defenses while tanks have higher defenses and low to medium attack. due to the strength players having low defenses the about of rage a tank player would gain would increase and with all their defenses will be able to take hits.

I am right now using a tank build merc and I have rage on or after turn 4 depending on what happens. your idea might end up giving me rage on turn 3 if I were to fight a strength abusers while they might not rage until turn 4-5 due to my defenses.

It wouldn't balance things correctly since it would cause the non attacking classes to rage more then attacking classes (with the exception of support mercs with adrenaline) and rage honestly would make less sense.




Stabilis -> RE: How Rage is Gained (concept) (1/4/2013 15:46:27)

ED Prince of Shadows,

Thank you for mentioning a missing part of the concept. I would keep the current rage rate that Support uses, but it is very minuscule.



Instead Support would increase the total rage per turn that is determined by the Defense and Resistance. Using 100 stats as a base (and 0 to 100 as a percentage base), Support would stop increasing gained rage past a 100 point Support advantage. For every 4 points of Support more than the other player, a 1% bonus to rage per turn is gained. This caps at a bonus of 25% to rage per turn bonus.

So, an example for this is Player A vs Player B:

Player A = Level 35, 50 Support, 30-36 Defense, 30-36 Resistance

Player B = Level 35, 125 Support, 20-24 Defense, 20-24 Resistance

Player B has a 75 Support advantage over Player A, therefore their bonus to rage is equal to (75 // 4)%, which is 18%.

Player A's rage per turn is ((20 + 20) / 2) to ((24 + 24) / 2) which is 20 to 24 rage per turn out of 128 total rage.

Player B's rage per turn is ((30 + 30) / 2) + 18% to ((36 + 36) / 2) + 18% which is 35 to 42 rage per turn out of 128 total rage.

Player A would fill rage every 6 to 7 turns. Player B would fill rage every 4 turns.



Mother1,

quote:

If what you are saying is true then wouldn't this overpower tank players? While you would be taking the power of rage away for attacks (which I still say it is more logical for them to rage fasters since rage works with attacks) you will be causing defensive builds to rage faster.


First of all, this is not biased to offence or defence builds, this is purely biased (rage) against higher and higher values of Defense and Rage. Choosing to attack or defend has nothing to do with this, purely Defense and Resistance.

quote:


I am right now using a tank build merc and I have rage on or after turn 4 depending on what happens. your idea might end up giving me rage on turn 3 if I were to fight a strength abusers while they might not rage until turn 4-5 due to my defenses.


How does this work? If you have higher Defense and Resistance than the other player they WILL rage faster than you.



Accumulating with Adrenaline, the maximum bonus to rage per turn is 25% from Adrenaline plus 25% from Support which is 50% (1.5 times the normal rage rate).




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