Divinity Damage
Posted: Thu Dec 29, 2016 6:26 pm
EDIT: I just realized that embers boost your damage too. It would be to a max of 5%/5% in the near future. You need to add 5% to option 1-3 for both damage and resists! I've added a fourth option too!
People say it might be too high. Originally in ROK, it was 15%, which is how we deal with it now.
First off, DIVINITY DOES NOT CHANGE DODGE OR HIT RATE. People who say this are wrong. People who disagree with me should stop and rethink life itself. There is no coding that does this.
This however can be changed. I feel however that you should be generally a tougher match against one divinity, and almost guaranteed to lose against it. Same if you are fighting with div, you are guaranteed to win, generally. I'd say it's around 75-80% chance just with the extra damage and reduced damage of you winning if both players are similar overall.
I don't mind it but I can see it being different to balance it out a little. But the three options are:
1. Keep it the same, 15% divinity damage/15% divinity resistance. (I.E. I am Night. If I fought Earth, I would hit them for 115% damage, and only receive 85% damage against. Fighting Fire would be opposite.)
2. Lower divinity damage/resist to 10%. This means that everyone would gain a small damage boost and max damage would be the same on div. You'd do 110% for, and 90% against. Overall I think this option is best. Aegis can stay the same and give you another 5% though for cleric/pally for resists. EDIT: NO MORE DAMAGE BOOST DUE TO EMBER DAMAGE BOOSTS.
3. There are other methods like only divinity damage and not resistances but I feel it might be too little. It involves removing negative damage and only keeping positive. For example, I am Night, if I fight earth, I would hit them for 115% damage. If earth hit me, I would receive 100% damage. Aka no resistance, only a bonus. So if I fought fire, I can still deal 100% damage, and they would deal 115% damage to me. Again Aegis is the same and does grant some resists.
4. NEW --- I just realized embers play a part in this too. The maximum ember is 5%, this means 5% MORE bonus to the divinity you pick in the future. Right now there is only 3% but it plays a part on resists and damage. I think maybe we can lower the damage/resists to 5%/5%, and allow up to 5% shards this would equal 10%/10% in the end (like option 2 should be). Otherwise you need to add 5% resists and damage to option 1-3 because of embers.
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I think any other options might be too low and not worth it, aka any lower then 10% lets say and no point to have divinities. There WILL be a Neutral divinity, but it's a future thing. If you have another idea, post it here. Polling this though for 3d.
People say it might be too high. Originally in ROK, it was 15%, which is how we deal with it now.
First off, DIVINITY DOES NOT CHANGE DODGE OR HIT RATE. People who say this are wrong. People who disagree with me should stop and rethink life itself. There is no coding that does this.
This however can be changed. I feel however that you should be generally a tougher match against one divinity, and almost guaranteed to lose against it. Same if you are fighting with div, you are guaranteed to win, generally. I'd say it's around 75-80% chance just with the extra damage and reduced damage of you winning if both players are similar overall.
I don't mind it but I can see it being different to balance it out a little. But the three options are:
1. Keep it the same, 15% divinity damage/15% divinity resistance. (I.E. I am Night. If I fought Earth, I would hit them for 115% damage, and only receive 85% damage against. Fighting Fire would be opposite.)
2. Lower divinity damage/resist to 10%. This means that everyone would gain a small damage boost and max damage would be the same on div. You'd do 110% for, and 90% against. Overall I think this option is best. Aegis can stay the same and give you another 5% though for cleric/pally for resists. EDIT: NO MORE DAMAGE BOOST DUE TO EMBER DAMAGE BOOSTS.
3. There are other methods like only divinity damage and not resistances but I feel it might be too little. It involves removing negative damage and only keeping positive. For example, I am Night, if I fight earth, I would hit them for 115% damage. If earth hit me, I would receive 100% damage. Aka no resistance, only a bonus. So if I fought fire, I can still deal 100% damage, and they would deal 115% damage to me. Again Aegis is the same and does grant some resists.
4. NEW --- I just realized embers play a part in this too. The maximum ember is 5%, this means 5% MORE bonus to the divinity you pick in the future. Right now there is only 3% but it plays a part on resists and damage. I think maybe we can lower the damage/resists to 5%/5%, and allow up to 5% shards this would equal 10%/10% in the end (like option 2 should be). Otherwise you need to add 5% resists and damage to option 1-3 because of embers.
----
I think any other options might be too low and not worth it, aka any lower then 10% lets say and no point to have divinities. There WILL be a Neutral divinity, but it's a future thing. If you have another idea, post it here. Polling this though for 3d.