Post by Tim on Jul 8, 2012 23:50:29 GMT -6
So there's been a lot of talk lately about the balance between stats, with some being much stronger than others. I can't say that I disagree. With that in mind, I have a few stat changes I'd like to propose. Figured I'd put these out there to see what you guys think. For reference on how these stats currently work see the wiki.
Speed/First Strike/Wound/Stun:
These all need tweaks. Speed and First strike are too powerful. Wound and Stun are too weak. Overall though, the movement relates stats are too effective. So a couple things I plan to change.
1st: base movement speed will change from 15 to 20, so all movement related stats will be slightly less effective.
2nd: Stun and Wound are too unlikely to hit. Currently they have a 50% chance to miss, then do a random amount between 0 and your Stat, so more than half the time you do no Stun/Wound. I propose to change this to be 20% chance to miss, then do amount random 0-stat. Too keep them from being too powerful though, You can't do more stun than you opponent's total speed (Speed stat+20) and no more Wound than 1/2 your opponent's total speed.
Taint/Poison/Luck:
What do these stats have in common? Nothing really, but it's easiest to lump these together in my explanation. Taint and to a lesser extent poison are pretty strong, but are randomized to make them less effective. When they hit though, they can be nasty, and on average are still a bit overpowered since there's no defense. Luck is underused, as it doesn't effect battles just your prize for winning.
Well I propose to kill 2 birds with 1 stone. Taint is a tool of the Dark One, and the Creator doesn't really have a counter. Closest thing I can think of is the Ta'veren effect. So in addition to effecting how much coin you steal in duels and how likely you are to find an item, Luck will also effect your chance to avoid/deal Taint and Poison damage. Both taint and poison currently have a 50% chance to hit each turn. I'm thinking of changing it to something like:
40+(attacker's Luck/2)-(defender's Luck)
To keep things balanced though, there a range limit of no more than a 55% chance and no less than a 20% chance.
Taint's still a bit to strong though. It builds up fast and then doesn't dissipate. To slow this, after the initial taint hit only half your taint stat will be applied on following hits (rounded up). So if you have a taint stat of 10, the first time it hits an opponent it will at 10 taint as normal. Second time instead of 10 more taint, it will only add 5. Third time it will also add 5.
% Damage/% Defense/Accuracy/Dodge:
Combinations of % damage and accuracy can do ridiculous amounts of damage. The way damage is currently calculated, if you have 100 base damage, +100% damage (and your opponent doesn't have any % defense), and then do a critical hit, you do 350 damage ((100*2.00)*1.75). Really, it just leads to a WIDE variety in the amount of damage a player can deal.
A couple tweaks here. 1st: I'm going to change the critical are added so it's applied at the same time as % damage stats. So in the example above, you'd instead do 275 damage (100*(1.00+1.75)). The exception to this is that a critical miss will still do 0 damage, regardless of your % damage stat.
2nd: I'm adjusting the amounts of damage for the different types of hits based on dodge and accuracy. The extremes will still be high, but the middle will be leveled out a bit to stop the damage from swinging so wildly during battles. For those not familiar with the table below (see the wiki), R is a random number between 0 & 100, plus your accuracy and minus your opponents dodge.
3rd: To limit the extreme damage, I'm thinking to add a limit to the amount of % damage that can be added. Maybe set it so (attacker's % damage) - (defender's % defense) cannot be greater than 100. So the max amount of damage a player can do then is 2.6 times their base damage (100+1.6 from critical hit).
One other thing. People always ask: "If my opponent 'missed horribly,' how did I take Taint/Poison damage?" My reasoning has always been I didn't want to make dodge too strong, but the logic is just wrong. So now if you miss your opponent, you won't add any poison or Taint that turn. Previous poison and taint will still apply.
Only thing I haven't talked about tweaking here is health gain, but I'm still thinking on that one. Have ideas, but not ready to discuss them here. Feel free to share yours if you have any
Anyways, I'd like some feedback on the proposed changes before I start making them. None of the changes are huge (at least in my opinion), but there a lot of little ones that will probably have a drastic change on how battles will play out. Odds are things will still need some work after this (some may still be too strong, others may be too weak now).
Speed/First Strike/Wound/Stun:
These all need tweaks. Speed and First strike are too powerful. Wound and Stun are too weak. Overall though, the movement relates stats are too effective. So a couple things I plan to change.
1st: base movement speed will change from 15 to 20, so all movement related stats will be slightly less effective.
2nd: Stun and Wound are too unlikely to hit. Currently they have a 50% chance to miss, then do a random amount between 0 and your Stat, so more than half the time you do no Stun/Wound. I propose to change this to be 20% chance to miss, then do amount random 0-stat. Too keep them from being too powerful though, You can't do more stun than you opponent's total speed (Speed stat+20) and no more Wound than 1/2 your opponent's total speed.
Taint/Poison/Luck:
What do these stats have in common? Nothing really, but it's easiest to lump these together in my explanation. Taint and to a lesser extent poison are pretty strong, but are randomized to make them less effective. When they hit though, they can be nasty, and on average are still a bit overpowered since there's no defense. Luck is underused, as it doesn't effect battles just your prize for winning.
Well I propose to kill 2 birds with 1 stone. Taint is a tool of the Dark One, and the Creator doesn't really have a counter. Closest thing I can think of is the Ta'veren effect. So in addition to effecting how much coin you steal in duels and how likely you are to find an item, Luck will also effect your chance to avoid/deal Taint and Poison damage. Both taint and poison currently have a 50% chance to hit each turn. I'm thinking of changing it to something like:
40+(attacker's Luck/2)-(defender's Luck)
To keep things balanced though, there a range limit of no more than a 55% chance and no less than a 20% chance.
Taint's still a bit to strong though. It builds up fast and then doesn't dissipate. To slow this, after the initial taint hit only half your taint stat will be applied on following hits (rounded up). So if you have a taint stat of 10, the first time it hits an opponent it will at 10 taint as normal. Second time instead of 10 more taint, it will only add 5. Third time it will also add 5.
% Damage/% Defense/Accuracy/Dodge:
Combinations of % damage and accuracy can do ridiculous amounts of damage. The way damage is currently calculated, if you have 100 base damage, +100% damage (and your opponent doesn't have any % defense), and then do a critical hit, you do 350 damage ((100*2.00)*1.75). Really, it just leads to a WIDE variety in the amount of damage a player can deal.
A couple tweaks here. 1st: I'm going to change the critical are added so it's applied at the same time as % damage stats. So in the example above, you'd instead do 275 damage (100*(1.00+1.75)). The exception to this is that a critical miss will still do 0 damage, regardless of your % damage stat.
2nd: I'm adjusting the amounts of damage for the different types of hits based on dodge and accuracy. The extremes will still be high, but the middle will be leveled out a bit to stop the damage from swinging so wildly during battles. For those not familiar with the table below (see the wiki), R is a random number between 0 & 100, plus your accuracy and minus your opponents dodge.
- R <= 0: Critical miss - 0% damage
- 0 < R < 10: Glancing hit - 50% damage
- 10 < R <= 25: Weak hit - 75% damage
- 25 < R < 75: Normal hit - 100% damage
- 75 <= R < 90: Solid hit - 120% damage
- 90 <= R < 100: Strong hit - 140% damage
- R >= 100: Critical hit - 160% damage
3rd: To limit the extreme damage, I'm thinking to add a limit to the amount of % damage that can be added. Maybe set it so (attacker's % damage) - (defender's % defense) cannot be greater than 100. So the max amount of damage a player can do then is 2.6 times their base damage (100+1.6 from critical hit).
One other thing. People always ask: "If my opponent 'missed horribly,' how did I take Taint/Poison damage?" My reasoning has always been I didn't want to make dodge too strong, but the logic is just wrong. So now if you miss your opponent, you won't add any poison or Taint that turn. Previous poison and taint will still apply.
Only thing I haven't talked about tweaking here is health gain, but I'm still thinking on that one. Have ideas, but not ready to discuss them here. Feel free to share yours if you have any
Anyways, I'd like some feedback on the proposed changes before I start making them. None of the changes are huge (at least in my opinion), but there a lot of little ones that will probably have a drastic change on how battles will play out. Odds are things will still need some work after this (some may still be too strong, others may be too weak now).