=ED= EpicDuel Balance Calculations (Full Version)

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One Winged Angel1357 -> =ED= EpicDuel Balance Calculations (11/16/2015 23:05:33)

Some values in this thread could be incorrect due to missing information in the design notes and the inaccurate search tool on the forums. Missing values have been filled in by using the normal patterns in balance to make an approximation. These values will be noted in italics. If you see any errors please link to the design note with the correct value and changes will be made.

Rage:
  • Points needed to fill the rage bar = 400 + (25 * Level)
  • Attacker rage gain = 1.1 * (attack damage - opponents defense/resistance) + 0.01 * ((your support - opponent's support) / 4)
    • Max = 125% Min = 95%

  • Defender rage gain = 0.25 * damage taken + 0.0025 * ((your support – opponent's support) / 4)
    • Max = 29% Min = 21%

  • Defense/resistance ignore = 40 - (0.5 * Level) + (Support / 3)
    • Max = 50% Min = 20%


First Strike:
  • 0.5 + 0.015 * (your support – opponent's support) + (-1 * (your level – opponent's level) * 0.05)


Deflect:
  • Damage reduced by 65%
  • Deflection chance = (10 + (your tech – opponent's tech) / 5) * .01
    • Max = 25% Min = 0%


Critical Strike:
  • 30% defense/resistance ignore
  • Critical strike chance = (4 + (your support – opponent's support) / 7.5) * .01
    • Max = 20% Min = 0%

  • Minimum Damage = (3 + level / 15) * 10


Stun:
  • Stun chance = Base stun chance – (opponent's support – your support) / 4
    • Max = Base stun chance Min = 12%

  • Skill cores have a fixed stun chance


Block:
  • Damage reduced by 85%
  • Block chance = (8 + (your dex – opponent's dex) / 5) * 0.01
    • Max = 35% Min = 0%


Tagged! ~Battle Elf




Therril Oreb -> RE: =ED= EpicDuel Balance Calculations (11/23/2015 12:37:15)

With everything up to date, I have cleaned the thread out. Questions for clarification can be asked here or corrections (Numbers + facts. no guesses or any other ways that are not proven).
All Balance discussions are done in the other threads.




shadow.bane -> RE: =ED= EpicDuel Balance Calculations (7/10/2016 15:08:10)

^ but the thing is some tester or mod or idk maybe ranloth or someone told me once that the minimum block/deflection chance is 2 % I can confirm that cause once I faced a 19 + 19 + 4 tech player while mine was 93 + 35 and he deflected me once and I never deflected his attacks... can I have explanation ?




Noobatron x3000 -> RE: =ED= EpicDuel Balance Calculations (7/10/2016 15:16:54)

I really really feel like crits need pulling down , They seem more gamebreaking then anything else and more I don't know how to term it unpredictable , I've seen people with 30 support get 3 crits on the bounce on a 5f user.

Its the big one that I feel needs adjusting but the range in general.




nowras -> RE: =ED= EpicDuel Balance Calculations (7/13/2016 21:21:54)

quote:

Rage:
•Points needed to fill the rage bar = 400 + (25 * Level)

•Attacker rage gain = 1.1 * (attack damage - opponents defense/resistance) + 0.01 * ((your support - opponent's support) / 4)
◦Max = 125% Min = 95%



According to your attacking formula, if I do more damage, I get more rage while in fact, the opposite happens.
And what's 125% max and 95% min? I didn't get it.




NDB -> RE: =ED= EpicDuel Balance Calculations (9/5/2016 19:10:52)

The rage formula presented in this thread is inaccurate in two ways: (1) it only provides information on the % multiplier of rage point gain and does not provide details on rage point gain itself (does not answer the question "how do I gain rage points?") and (2) for some reason inserted a parenthetical segment about this after the 1.1 (110%) base attacker rage gain multiplier ("attack damage - opponent's defense / resistance") in attacker rage gain and after the 0.25 (25%) base defender rage gain multiplier ("damage taken") in defender rage gain, which is extremely misleading.

I will attempt to clarify.

1. How to gain rage points?
The amount of rage gained is equal to the amount of damage negated by the opponent's defenses. When the attack damage is greater than the opponent's defense/resistance by at least 30 points such that it deals damage above the minimum 30, rage points gains = the opponent's defense/resistance. If this is not the case rage points gained = attack damage. The following examples illustrate:

Example 1: My Robot Damage is 600 physical. The opponent's defense is 300. I inflict 300 damage and gain 300 rage points.
Example 2a: My Primary Damage is 400 physical. The opponent's defense is 500. I inflict 30 damage and gain 400 rage points.
Example 2b: My Sidearm Damage is 450 physical. The opponent's defense is 500. I inflict 30 damage and gain 450 rage points.

It is advantageous to use a stronger attack rather than a weaker one even if both deal minimum damage. On the other hand, the defender does NOT gain extra rage points for receiving 30 damage from a stronger attack versus 30 damage from a weaker attack.

2. What is rage gain multiplier?
This is straightforward. The amount of rage points gained from an attack is multiplied by a modifier that I coined the rage gain multiplier. Base attacker rage gain multiplier is 110% + 1% * (your support - opponent's support / 4) and base defender rage gain multiplier is 25% + 0.25% * (your support – opponent's support / 4). These are the same formulas described above, but without the misleading parenthetical incorrectly inserted inside (also, I personally find the use of %s instead of decimals to be more clear!). The Max and Min of 125% and 95%, respectively, refer to rage gain multiplier.




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