Elemental Vulnerability and normal attack/spells/skills (Full Version)

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roobee -> Elemental Vulnerability and normal attack/spells/skills (1/16/2022 11:56:07)

Elemental vulnerability applies the same damage boost whether for normal attacks (100% melee), or spells/skills (200% melee). The cost calculations to pay for the elemental vulnerability assume 100% melee I'm assuming. So if used on a spell you get more benefit than cost.
Contrast with elemental empowerment which has /2 boost for spells (although unfortunately weapon-type skills still get the full boost)




Sapphire -> RE: Elemental Vulnerability and normal attack/spells/skills (1/16/2022 12:54:37)

I do not know the cost to implement on both, but if empowerment is halved for spells (and doesn't affect guests/pets as ele vuln does, it should just cost less to implement. And then it'd be fine.

But again, I do not know the cost to implement these. I'm sure it depends on how strong they are.




CH4OT1C! -> RE: Elemental Vulnerability and normal attack/spells/skills (1/16/2022 14:50:34)

Regarding spells, this is not really a balance issue. Magic weapons deal 75% melee, meaning they only receive 75% of the boost that melee/ranged weapons do, counteracting the extra boost spells get under balance assumptions. This modifications are normally made to ensure these attacks receive compensation as if they were attacks worth 100% melee, but it's not strictly unbalanced to remove it.

Suppose I had a boost of 20% damage as a mage:
quote:

0.75 * (4/3) = 1
2 * 0.5 = 1

16 * 75 * (0.2*4/3) = +320% melee
4 * 200 * (0.2/2) = +80% melee
80 + 320 = 400% melee over 20 turns


As opposed to without:
quote:

16 * 75 * 0.2 = +240% melee
4 * 200 * 0.2 = +160% melee
160 + 240 = 400% melee over 20 turns


as a warrior:
quote:

20 * 100 * 0.2 = +400% melee


With that said, it does have implications if you break those assumptions. Without the normalisation, skill/spell users can frontload their damage better, leading to higher damage output in fewer turns. That also means if you use more than the assumed number of spells, you will get a higher damage boost.

With skills, that's more debatable because there isn't technically a counterbalance. This produces issues in weapon-based and spell-based skills.




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