PVP Dodge/Hitrate/Damage/HP

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Miach
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Re: PVP Dodge/Hitrate/Damage/HP

Postby Miach » Fri Mar 10, 2017 6:04 pm

Give Lings a natural dodge %+

Problem solved.

Keep an eye on it until it feels right, but start at a base 5% increase on dodge rate on top of any additional dodge

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Lateralus
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Re: PVP Dodge/Hitrate/Damage/HP

Postby Lateralus » Fri Apr 21, 2017 4:45 am

Folder wrote:You mean glass cannon race? I don't think there is one for melee either, unless you consider an orc against a chanter a glass cannon which it kinda is. I'm all for racial diversion and another high INT class. Balancing this game is rough though.

Re: Wisdom and magic resist. It does seem to besomething like 10 = nothing, 12 = shit, 14 = still shit, 16 = you start to unaffect some but still get eaten, 18 = you're doing moderately ok, 20 = you probably win, 22+ = god tier. The scaling does seem a bit wonky to me but I don't have exact numbers.



I feel like this is exactly the case still I am not sure if things had been changed code wise since then but yea this is the case. The thing is halforcs for example have so much hp even with getting hit every time still have a chance for a win but classes like sur drakeblood etc do not.

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NiteHawk
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Re: PVP Dodge/Hitrate/Damage/HP

Postby NiteHawk » Mon May 15, 2017 8:21 am

How are the races fairing, Let's say ling vs HO, DE vs saurian, etc etc. In physical combat the HO/Saurians should be getting the advantage. Obviously against magic users the DE/Ling would fair better. And generally at physical combat they aren't 'bad'.

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Folder
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Re: PVP Dodge/Hitrate/Damage/HP

Postby Folder » Mon May 15, 2017 1:55 pm

Races are pretty good right now, imo. HP is still strong so I think dwarves are perhaps the best for some things.

AGI should make more of a difference if anything, it still feels pretty bland. I'd say it is always better to dump +1 into str/int/end over agi.

Magic resist is still busted and this is the biggest issue atm I think. We talked about flattening that curve and it still needs to happen. Still feels like 20+ wis and you beat casters, and then anything less than 17-18 you get stomped by them.
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NiteHawk
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Re: PVP Dodge/Hitrate/Damage/HP

Postby NiteHawk » Mon May 15, 2017 4:37 pm

Folder wrote:Races are pretty good right now, imo. HP is still strong so I think dwarves are perhaps the best for some things.

AGI should make more of a difference if anything, it still feels pretty bland. I'd say it is always better to dump +1 into str/int/end over agi.

Magic resist is still busted and this is the biggest issue atm I think. We talked about flattening that curve and it still needs to happen. Still feels like 20+ wis and you beat casters, and then anything less than 17-18 you get stomped by them.


I generally think that it would be either HP or AGI to change it. AGI could change 'slightly' though, but that might give an edge over HP races if its too much.

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NiteHawk
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Re: PVP Dodge/Hitrate/Damage/HP

Postby NiteHawk » Mon May 15, 2017 5:46 pm

I might wait until MR is changed on this though, based on values the higher HP races do make it out by a slight amount, which is technically right. Each point is 'technically' 4% in fights, 2% attack and 2% dodge. I don't think that's too terrible atm but since MR doesn't really work its not working so well. I.E. Supposed to be like rock paper scissors, (though obv you can still win as a high agi/lower hp char) vs high hp/low agi chars, but should be able to resist magic byfar more.

Through simulations right now tis 18.5 attacks to kill a Ling with an HO to 20.1 for a HO to kill a Ling. Obviously thats using the formulas and sample, and different things can come up. I would expect slayers to be better when HO's generally.

Obviously for HO's the variation was far greater. they could kill in 14 attacks, or sometimes 24 attacks. While a ling was more balanced, around 17.5 to 22.5. The randomness was greater for HO's that is. It probably sometimes feel like HOs or dwarfs can do more when you get those lucky kills, but ultimately i don't think it's too far off where it should be. aka yeah you can kill faster, but sometimes it can also take longer too. I can see raising this slightly, but I don't think by much. maybe 2.2% per agi instead of 2%.

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Miach
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Re: PVP Dodge/Hitrate/Damage/HP

Postby Miach » Tue May 16, 2017 12:32 pm

Free Re-Rolls please! :idea:

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Folder
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Re: PVP Dodge/Hitrate/Damage/HP

Postby Folder » Tue May 16, 2017 1:28 pm

I'd wait for the MR change too. Flattening that out (aka low wis isn't fucking wrecked and high wis isn't fucking godmode) will help a lot of things.

^also agree rerolls are nice if we're looking at sweeping changes.
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NiteHawk
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Re: PVP Dodge/Hitrate/Damage/HP

Postby NiteHawk » Tue May 16, 2017 4:47 pm

Folder wrote:I'd wait for the MR change too. Flattening that out (aka low wis isn't fucking wrecked and high wis isn't fucking godmode) will help a lot of things.

^also agree rerolls are nice if we're looking at sweeping changes.


Yeah will will be giving out a free 30d re-roll.

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Lateralus
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Re: PVP Dodge/Hitrate/Damage/HP

Postby Lateralus » Tue May 16, 2017 10:45 pm

NiteHawk wrote:I might wait until MR is changed on this though, based on values the higher HP races do make it out by a slight amount, which is technically right. Each point is 'technically' 4% in fights, 2% attack and 2% dodge. I don't think that's too terrible atm but since MR doesn't really work its not working so well. I.E. Supposed to be like rock paper scissors, (though obv you can still win as a high agi/lower hp char) vs high hp/low agi chars, but should be able to resist magic byfar more.

Through simulations right now tis 18.5 attacks to kill a Ling with an HO to 20.1 for a HO to kill a Ling. Obviously thats using the formulas and sample, and different things can come up. I would expect slayers to be better when HO's generally.

Obviously for HO's the variation was far greater. they could kill in 14 attacks, or sometimes 24 attacks. While a ling was more balanced, around 17.5 to 22.5. The randomness was greater for HO's that is. It probably sometimes feel like HOs or dwarfs can do more when you get those lucky kills, but ultimately i don't think it's too far off where it should be. aka yeah you can kill faster, but sometimes it can also take longer too. I can see raising this slightly, but I don't think by much. maybe 2.2% per agi instead of 2%.



Are we considering how much hp is regained during battles for these high end characters (im not sure of the formula but i believe higher end regain more hp per round?) Dwarfs can have up to 7 more end than halfing so I assume they are gaining maybe double (not sure if its much or if the formulas are posted).

Something else that doesnt really come up in 1v1 simulations is hp pool and how valuable that is in not only team events but pve as well. I think things are pretty close but I agree agi could use a boost.

I see nothing but dwarf being created and I dont blame them haha!
-casters cant touch them because they have 20wis and a 10 spell damage reduction. Even if their wis was around 16 they still have 23 end to take all that damage)
-high agi races dont really stand a chance since its a bit skewed atm.
-really the only thing that can touch them is another dwarf or half orc (they have the edge)


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