Juggernaut Level Range (Full Version)

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Sipping Cider -> Juggernaut Level Range (4/9/2013 20:30:08)

It seems to me like jugging gets harder the higher your level. To keep the challenge the same through out the levels (especially when levels get super high in the future), here is an idea.

Have the lowest level you can fight be: Your level - (your level / 4 )

And the highest level you can fight be: Your level - (your level / 6)





goldslayer1 -> RE: Juggernaut Level Range (4/9/2013 20:37:44)

heres another idea, balance the stats so that they are based on lvls. and u have lvl balance.

then this wouldn't be an issue.




Sipping Cider -> RE: Juggernaut Level Range (4/9/2013 20:48:34)

quote:

heres another idea, balance the stats so that they are based on lvls. and u have lvl balance.


Not really sure by what you mean. Do you mean have stats attributes such as strength improve depending on level? So a level 35 has primary damage improve every 4.5 strength points while a level 25 has primary improve every 4 strength points?




goldslayer1 -> RE: Juggernaut Level Range (4/9/2013 20:55:45)

@sipping
no, i mean to have ur total stat amount be based on your lvl.

before omega came out, i suggested that all weapons/armors should have have 1 damage (base damage being 10 for low lvls, and aux 1.2 damage per lvl) and 1 stat per lvl.

so a lvl 35 would have 35 damage on primary and sidearm, 42 on the aux,
and 35 stats on all items.

armor def/res would be 1/3 of your lvl. so lvl 30 has 10. lvl 33 has 11. lvl 35 has 12 (rounded up)

for a total of 140 stats and 12 def/res for lvl 35.

now a lvl 25 would be 100 stats (40 stat difference) and 9 def/res
basically, stats scale based on your lvl.

this is the only way to balance it out through the lvls.




Sipping Cider -> RE: Juggernaut Level Range (4/9/2013 21:14:49)

@GoldSlayer1

I see. Doesnt the system already work something like that? Although maybe not quite exactly as you put it? Also, please explain more how this would balance things out for juggernauts.




goldslayer1 -> RE: Juggernaut Level Range (4/9/2013 21:31:17)

@sipping
not sure since they never gave us a spreadsheet.

however aux damage and sword damage dont seem to be done right.

sword only gives +1 damage over regular primary. this wouldn't be fair in terms of %s once lvls get higher.

example, lvl 10 items
1 claws, 1 sword
claws are 10 damage
sword is 11 damage
or otherwise, 10% stronger.

at lvl 35
claws are 35 damage
sword is 36 damage
or otherwise, 2.8% stronger

at this rate, it only gets worse as lvls get higher.
this is why i suggested 1.2 damage per lvl on aux. (rounded up)

anyway, that may have been different from ur question, but the point is, having a better balance of stats through out lvls will be better for the game.

if ur interested in the stat balance aspect of the game heres more
http://forums2.battleon.com/f/tm.asp?m=21216524
it also covers stat progressions aswell.




Sipping Cider -> RE: Juggernaut Level Range (4/9/2013 21:46:33)

@GoldSlayer1

Yes that does make sense. Both aux and sword need to be more powerful in terms of a ratio, not a sum difference. And actually, it is that same logic why jugg difference levels need to scale with level.


Lets pretend we can simply a character to one number that represents their total power. This power could be based off of ability points, stat points, and gear all earned throughout the game. (so starter stats and stuff doesnt count.)

At level 20, this number is twice that of a level 10. If a level 20 juggernaut fights two level 10s their total power number would equal the power number of the juggernaut. If a level 30 juggernaut fights two level 20s their combined power number would exceed the juggernauts power number.

To put it another way, ill use an extreme example. If the level difference were to be a set number, say 10 levels lower, the challenge in a juggernaut fight would be drastically different in these two scenarios:

A level 20 fights 2 level 10s
A level 100 fights 2 level 90s.





goldslayer1 -> RE: Juggernaut Level Range (4/9/2013 21:57:24)

@sipping
precisely.
need stat balance and lvl balance. otherwise u have alot of issues in terms of lvls and things like that.




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