Barbarians need love.

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daedroth
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Re: Barbarians need love.

Postby daedroth » Thu Jul 20, 2017 8:00 am

[url][/url]@Tucker you didnt quite read what I said properly. I will quote myself:

"If there was a SLIGHT bonus to damage based on wounds, then yeh fair enough - that would make sense (although I still think if its a rage bar then the wound level should just increase the rate at which rage is accrued, although first option would probably be simpler - could actually have wound levels affect normal non rage damage? meh), but the main bonus should just come from the rage."

I said IF the damage bonus only came from from being wounded and it was based on the level of the wounds, then it would be crap. But if the wound level was a SUPPLEMENT to the damage (a minor one preferably), then fair enough, thats fine.
IF the damage bonus did ONLY come from being wounded, then id not bother playing one, although it would depend on the bonus based on the damage i guess... So maybe I would, something to consider though. What about clerics and healing.
What I mean is, in certain conditions (group fights, oads etc) a cleric will be spam healing. What will he do with regards to a barb?
It is difficult priesting properly (so i've heard, ive avoided it because I would suck at it) as it is, adding the consideration of wounded barbarians would make it even more icky.
When would the rage damage kick in? At slightly? What bonus would it start at? I presume it would increase at each step, but how much?
Like i said, it may look good on paper... but if the gap in the steps is too big it will suck. Whats the point of doing heaps of extra damage if your rounded by an angry gnat before you can attack (pity the poor fool who decides to level a ling/drow barb)? Ah but thats the "tactical side of it!" will I stay wounded and do heaps more damage, or heal up and suck. Yeh ok.
Eh... like ive said (or tried to) I guess it depends on the figures.
Disclaimer: Any ideas I come up with may not even meet my approval. I am just posting an idea based on the topic I have just read.
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Styx
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Re: Barbarians need love.

Postby Styx » Thu Jul 20, 2017 9:40 am

What about a random rage

Monks as dPs is set value, so how about a random attack rage.

/rand rage = yes or no

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NiteHawk
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Re: Barbarians need love.

Postby NiteHawk » Thu Jul 20, 2017 10:40 am

The rage effect would start when you start dropping health. If it was lets say 6%, then it woulld grow slowly based on your HP remaining.

I.E if you have 1000HP max, and you have 900HP, 10% health loss. 10% of 6% is 0.6%. So you would do 0.6% more damage. lets say your zerker deals 220 damage with div, then it would be 221 damage, not much to start. at 50% health its 3% more damage, 226 damage. At 10% health, it is 5.4% more damage, so 232 damage.

To me, it's more of a small perk than anything.

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Tucker
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Re: Barbarians need love.

Postby Tucker » Thu Jul 20, 2017 12:37 pm

daedroth wrote:[url][/url]@Tucker you didnt quite read what I said properly. I will quote myself:

"If there was a SLIGHT bonus to damage based on wounds, then yeh fair enough - that would make sense (although I still think if its a rage bar then the wound level should just increase the rate at which rage is accrued, although first option would probably be simpler - could actually have wound levels affect normal non rage damage? meh), but the main bonus should just come from the rage."

I said IF the damage bonus only came from from being wounded and it was based on the level of the wounds, then it would be crap. But if the wound level was a SUPPLEMENT to the damage (a minor one preferably), then fair enough, thats fine.
IF the damage bonus did ONLY come from being wounded, then id not bother playing one, although it would depend on the bonus based on the damage i guess... So maybe I would, something to consider though. What about clerics and healing.
What I mean is, in certain conditions (group fights, oads etc) a cleric will be spam healing. What will he do with regards to a barb?
It is difficult priesting properly (so i've heard, ive avoided it because I would suck at it) as it is, adding the consideration of wounded barbarians would make it even more icky.
When would the rage damage kick in? At slightly? What bonus would it start at? I presume it would increase at each step, but how much?
Like i said, it may look good on paper... but if the gap in the steps is too big it will suck. Whats the point of doing heaps of extra damage if your rounded by an angry gnat before you can attack (pity the poor fool who decides to level a ling/drow barb)? Ah but thats the "tactical side of it!" will I stay wounded and do heaps more damage, or heal up and suck. Yeh ok.
Eh... like ive said (or tried to) I guess it depends on the figures.


Oh I see what you're saying, I wasn't pitching it as a replacement to the current rage system at all but just an extra buff to the class on top of the 3 hit rage system. Keep existing rage as is and add a dmg steroid that scaled based off missing hp. The proposed idea (and this is just spit-balling it would need testing ofc) is to add maybe like 0-6% dmg based off of missing hp. So at slight wounded 1.5% up isnt much but still something up to 6% at crit. All of that scales with rage hits as well meaning a saury Zerker with two void swords and 22str would hit 192.5 ad w/ 269.5 rage vs neutral div at full hp (same as its been) and 198.3 at 50% hp with a 277.64 Rage at 50% hp. Sure its not a major buff but gives the class a helpful buff that helps a lot in 1v1 fights, helps a bit with leveling and PVE, and helps a has the potential to be very impactful if you get lucky or have a pocket guardian.

Like you mentioned in a group fight where your side is winning and you're always at full hp it won't change the numbers at all but if the fight is even or losing your zerker will be able to throw out more dmg potentially turning the tide of the fight. It also has some interesting high risk high reward plays like fighting things at an intentional lower hp than usual.

I'd worry about raising that number too high since it its a reasonable level the /protect cheese might be used but won't be extremely common but if the number climbs too much that mechanic would be cheesed really hard and would get unfair (like >15% would be way to fucking much and even 10% might be too high 6-8% seems to be a sweet spot I'd say). You can also balance the class in other ways on top of this you could go +10% hp from 8% and -4% DR from -5% or something on top if the class still needed some love.

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daedroth
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Re: Barbarians need love.

Postby daedroth » Thu Jul 20, 2017 2:41 pm

Tucker wrote:Blah blah blah


Ah... yeh, thats ok then :)
It sounded like you wanted to replace rage with this! But yeh, I dont mind the idea of them doing more damage (in or out of rage when wounded) but yeh, only a slight boost.
All sorted!
Disclaimer: Any ideas I come up with may not even meet my approval. I am just posting an idea based on the topic I have just read.
I love sheep.

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Tucker
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Re: Barbarians need love.

Postby Tucker » Thu Jul 20, 2017 4:22 pm

daedroth wrote:
Tucker wrote:Blah blah blah


Ah... yeh, thats ok then :)
It sounded like you wanted to replace rage with this! But yeh, I dont mind the idea of them doing more damage (in or out of rage when wounded) but yeh, only a slight boost.
All sorted!


Yeah I can understand why you were against it hahaha I was wondering why in the hell you thought it would cause people to stop playing Zerkers.

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Lateralus
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Re: Barbarians need love.

Postby Lateralus » Thu Jul 20, 2017 6:13 pm

Tucker wrote:
daedroth wrote:
Tucker wrote:Blah blah blah


Ah... yeh, thats ok then :)
It sounded like you wanted to replace rage with this! But yeh, I dont mind the idea of them doing more damage (in or out of rage when wounded) but yeh, only a slight boost.
All sorted!


Yeah I can understand why you were against it hahaha I was wondering why in the hell you thought it would cause people to stop playing Zerkers.


yea i was considering it as in addition to as well.


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