Revamping luck factors (Full Version)

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Ranloth -> Revamping luck factors (1/5/2014 10:34:27)

This is more of an open-discussion like suggestion.


Looking at the Battle Mechanics, and First Strike in particular, I've noticed each player has 50% chance to start first and then level + stats are accounted for. Pretty good way to deal with it, since only your level + stats play a role, nothing else.

What if the same mechanism was applied to critical hits, blocks, and deflections?

Critical Hits:
  • Retain their current system, and start at, say, 5% for both players. Afterwards, the difference in Support would be calculated as well as any passive cores they have.
    • Can drop to 0% (no chance to land a critical hit) unless a specific skill has built-in chance to do so, i.e. CheapShot.
    • A cap of 20-25%, which cannot be exceeded through any means - including cores.
    • Slow scaling, to prevent abuse, where the difference in Support may be big enough to not let you Crit, at all.

    Blocks:
  • We're applying First Strike mechanism.
    • Cores and Dex to assist you.
    • You start with 75% chance to hit and 25% chance to get blocked - then difference in Dex is accounted for.
    • Slow scaling, so not even extreme cases would warrant 100% chance to block + 100% chance to hit.
    • Truly a block; 100% damage is blocked. *see Calculations*

    Deflections:
  • Exactly the same mechanism as above, but faster scaling since deflections would only reduce the damage by 50%.

    Calculations:
  • Of course, 75% chance to hit and 25% chance for the opponent to hit, would be a bit absurd. So all these effects would be calculated per hit basis.
    • Berzerker as an example - 3 hits. You could end up blocking first 2 hits but not the 3rd one.
  • Deflections would remain as they are, since there aren't multi-hit deflectable skills.
  • Crits would be rolled out on per hit basis as well, excluding dual-shot Guns which would either both Crit or neither of the shots would.


    Do you think this system would work better?

    Take into consideration that there'd be:
    [1] no cap, but for crits,
    [2] passive cores would be somewhat re-balanced but not exactly nerfed,
    [3] luck factors would end up getting reduced greatly due to working purely off your stats, and
    [4] perhaps the mechanism could be simplified and displayed in-game (show your chance for ___ attack to be blocked/deflected/critted).




  • Ranloth -> RE: Revamping luck factors (1/18/2014 21:28:23)

    It's been almost 2 weeks, borderline necrobump. It's fallen onto the 2nd page and there were no replies, so it should be alright if I bump it.




    Mother1 -> RE: Revamping luck factors (1/18/2014 21:38:22)

    I remember nexus suggesting something like this for the calculations as well as luck. If this did happen it would be a strong nerf to luck which can be a good thing or bad thing depending on how you look at it.

    Personally myself I feel it would be a good thing.




    Remorse -> RE: Revamping luck factors (1/18/2014 22:09:37)

    Hey trans
    Im guessing the reason no one replied because your explanation of the block system is confusing I find myself guessing between a few possibilities of what I think you are trying to say.

    If you are sugessting block chance will be 50% for say 2 people with equal but high dex then I don't support.
    Though this is probably not what you mean.


    If I may suggest when it comes to explaining things keep it simple stupid, because things that sound fine in your head may be confusing to others.
    You tend to make things needlessly complex but very neat, just think that you are trying to explain something to forum people not describe the exact mechnic to be coded.
    Please don't take this as an insult, I think your posts are very neat just hard to pin point what you are trying to explain at times.




    Ranloth -> RE: Revamping luck factors (1/18/2014 22:21:39)

    We're discussing balance - the more detail, the better. ;)

    Let's assume ideal world. Player with the same Dex (i.e. 60 Dex) will have the same chance to block, and get blocked - 50% chance. And it'd be applied on per hit basis, check Calculations for an example with Zerker.

    Edited the post. Should be a pit simpler; removed unnecessary stuff.




    Remorse -> RE: Revamping luck factors (1/18/2014 22:28:47)

    50% is very high though don't you think??

    Perhaps block chance could start at 25% for both players?




    Ranloth -> RE: Revamping luck factors (1/18/2014 22:36:28)

    Per hit basis, hence why it's that high. Although, I have my objections when it comes to skills which only have one hit - or at least classes which may lag behind; Hunters have 2-hit Strike.

    It's a tricky concept. Hence why it's an open-discussion suggestion, as opposed to support or not support - it's also the reason why I focus on the concept, not the numbers. :p




    Remorse -> RE: Revamping luck factors (1/18/2014 22:45:19)

    The amount of hits doesnt chamge the fact it is 50%
    Overall 50% of the damage will be blocked that doesn't change with the amount of hits.

    50% is just way to high for people that invest high in dex.




    Ranloth -> RE: Revamping luck factors (1/19/2014 5:57:56)

    Okay, edited the main post again.

    Everyone would start with 75% chance to hit the opponent, and 25% chance to get blocked. Then the Dex difference would be accounted for.

    My only objection with this is, how close it is to 100% and making it scale fast would warrant getting to 100% too easy, and at the same time, block chance will never really be high because of it, but I guess it can do since blocks will return to their original state (100% damage blocked).

    Thanks, Remorse.




    Altador987 -> RE: Revamping luck factors (1/19/2014 12:57:40)

    i....think i support this idea... i'm not the best when it comes to percentages but from what i can tell the idea seems very reasonable and solid




    Ranloth -> RE: Revamping luck factors (1/19/2014 13:08:21)

    Ah yes, let's not take the %'s for granted. They are only approximates to illustrate the suggestion. The main aim is to nerf luck but also improve how luck works, which is a bit contradicting but makes sense. XD




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