Changes of HP, damage and defense parameters (Full Version)

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Khalix -> Changes of HP, damage and defense parameters (5/20/2013 15:43:57)

Again, this is just a lovely suggestion, but what if you multiply damage, health and defense by 100?

Percentage-based attacks wouldn't be estimated as much, damage be more varied* and breaks up the limitations of the current engine in that it cannot (Or is not) using decimal places.

*15-18 str -> (15-18 str) x 100 === 1500, 1600, 1700, 1800

NOT

15-18 str -> 1500-1800 === 1500, 1501, 1502, 1503, ... 1800

The first example is to prevent complications where getting an estimate amount of damage would be troublesome without a calculator.
The second example has 301 possible values which will frustrate a player trying to calculate an average amount of damage.

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Percentage-based attacks are multiplied, but not estimated. An example of a blocked attack:

(<[(15-18 str) + 36 weapon damage] x .85>) x 100 === 4335, 4420, 4505, 4860 = Weapon damage

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Health (Not energy) gets multiplied by 100. Same goes for poison effects

90 hp -> 9000 hp
13 poison damage per turn -> 1300 poison damage per turn

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Defenses also multiplied by 100.

19-23 def -> (19-23 def) x 100 === 1900, 2000, 2100, 2200, 2300


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In short, this suggestion's just here to help cope with the percentage-based attacks. Of course, you could get rid the simple system and go for:

quote:

15-18 str -> 1500-1800 === 1500, 1501, 1502, 1503, ... 1800


Then again, you commenters decide.




EpicIsEpic -> RE: Changes of HP, damage and defense parameters (5/21/2013 2:28:26)

Hole let of game mechanics would have to change...
Whats the minimal damage? 3 or 300
Every single NPC would have to change (items as well) therefore not supported!




Betabot. -> RE: Changes of HP, damage and defense parameters (5/21/2013 2:40:58)

This would do nothing at all.... you are just timing everything by 100. Nothing would change. Bet only reason you suggested this is so you can see big pretty numbers, and be amazed that you think you are doing a lot of damage, which is not needed.




Xendran -> RE: Changes of HP, damage and defense parameters (5/21/2013 6:05:34)

I've been advocating for multiplying everything by 10 or 100 for a while now.

quote:

you are just timing everything by 100. Nothing would change.


Every percentage based attack gets a scaling fix. The whole point is to fix the large amount of rounding without changing the balance.

Currently:

35 * .18 = + 7
35 * .2 = +7
35 * .21 = +8
35 * .22 = +8
35 * .23 = +9

After multiplying by 10:

350 * .18 = +63
350 * .2 = +70
350 * .21 = +74
350 * .22 = +77
350 * .23 = +81



quote:

Bet only reason you suggested this is so you can see big pretty numbers, and be amazed that you think you are doing a lot of damage, which is not needed.


People in general like big numbers. Why would you not put in a change that both fixes a long prevelant issue, allows better scaling, AND gives players the big numbers that they like?




Khalix -> RE: Changes of HP, damage and defense parameters (5/21/2013 7:52:35)

quote:

Hole let of game mechanics would have to change...
Whats the minimal damage? 3 or 300
Every single NPC would have to change (items as well) therefore not supported!


Mechanics will roughly stay the same, but percentage-based attacks will be more precise.
300.
You're saying that because it's a complete overhaul requiring some effort, the idea should be trashed.
What's the point of making a suggestion in this forum if the changes -the players- want if they get ignored simply because it would consume more time?

quote:

This would do nothing at all.... you are just timing everything by 100. Nothing would change. Bet only reason you suggested this is so you can see big pretty numbers, and be amazed that you think you are doing a lot of damage, which is not needed.


I suggest you read the OP again.
Moving the decimal place to the right by two digits do not fascinate me. I only wish to make damage more -precise-.




Xendran -> RE: Changes of HP, damage and defense parameters (5/21/2013 8:01:58)

I'd even be happy if they let us deal one more decimal in damage.
I personally don't care if i hit a 30000000000000 to feel like a boss, but i do care about accuracy. I'd rather be hitting things like 27.6 rather than rounding to 28, but that looks ugly. So the only real solution for it is a multiplication of everything.
It also allows for you to get something from every stat point.

Currently:

Strength
18: 4 - 5
23: 5 - 6

After:

Strength
18: 40 - 50
19: 42 - 52
20: 44 - 54
21: 46 - 56
22: 48 - 58
23: 50 - 60

Much smoother progression, makes you feel more powerful by giving you stat boosts more often (despite the fact that you're actually the same strength), makes it so builds don't 'waste' points.




Ranloth -> RE: Changes of HP, damage and defense parameters (5/21/2013 8:07:16)

Ooooh, the progression seems quite interesting now. Even +1 stat will give you a mini boost in damage so you don't have to waste your stat points into HP or EP only because the 4 main stats don't grant you any bonuses at all (but behind the scene; deflections, blocks, crits).

Even for for a yes. x10 would be probably enough as opposed to x100. Although the latter would provide even bigger accuracy, numbers should be rounded to 1 D.P. so x10 would be more than enough.




Xendran -> RE: Changes of HP, damage and defense parameters (5/21/2013 8:11:15)

It would also let us set HP in between 1 and 2 per point, because as we've seen so far, 2 is too high and 1 is too low.
This is why i've been saying so frequently lately that we need to multiply everything by 10. It doesn't inherently touch the balance, but it makes everything so much smoother.




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