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Dual Thrusters -> Stats (2/15/2014 21:08:30)

Defenses and offense need to have the same effectiveness when investing the same amount into them. Some builds abuse a stat to the point where they are relying on character base stats for other means of playing.

So for my suggestions

1. Primary weapon damage is equal to the amount of armor points that you have. Guns have 10 more damage and auxes have 40 more.
2. After this, make all stats progress equally.
3. Remove base stats

Now as a caster mage, you can't just dump all your points into defenses and use base strength to empower your assimilate. As a Glass Cannon, you can't dump all points into offense without taking some raw damage.

Plz give some feedback so I can improve this suggestion.








Ranloth -> RE: Stats (2/15/2014 21:23:43)

First you should assume the minimum damage the player should deal, assuming equal offense and defense - in other words, standard amount.

For example, we can assume every player will hit 200 damage so: offense gets +200 damage boost over defense if defense = offense. (this is an example) Let's say L40 Player has 50 Tech and Dex (+200 Def and +200 Res) and Armor which is split into 60/60 Def/Res, for total of +260 Def and +260 Res. Using this example, 50 Strength should give you +200 Damage and your weapon should give you +260 damage - so you hit the standard assumed +200 damage.
I hope this makes it a bit easier to understand what I'm trying to say, although, I can see it as a little bit confusing myself. Quite difficult to explain it...

Unless we assume the standard damage one should hit with weapons, on equal defense and offense, we can't really do much about balancing out stat progressions + skills would have to be looked at as well, assuming the stat progression change would result in nerf/buff (skills would either end up UP or OP).

Tl;dr: #2 + altering weapon damage would work out better.




Xendran -> RE: Stats (2/15/2014 22:52:04)

Impossible to balance these for pvp becuase of flat def/res numbers. Totally impossible.
Flat numbers work for PvE and PvP where the game does not change too severely. With a dynamic level cap, skills, changes to stat scalings, etc, there will always be a shift that points out the flaws of flat number defenses.

You also have to end up making a choice, which is which level range you want to be balanced. Another thing flat def/res does quite a bit is make it so certain ranges of values are balanced, and others are not.




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