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#11
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![]() I got the wrong person. But still, i dont care what you say is a community. If a community is that guy acting like he's god's gift to the world, then thats not a community. Especially when he's just as new as i am here. I am sorry about getting the wrong person, but make no mistake I dont take shit. And if people dont like the truth, then they should shut their mouth.
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#12
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![]() I think that we should try and be civil as much as we can. There's enough hate going on in the world.
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#13
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![]() Quote:
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#14
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![]() Bluddy, is there a way to post a plugin for a potential fix? Again thanks for the number crunching, it's something I would have done before I became older and realized how OCD it made me seem
![]() Oh, how will this affect critter-to-critter damage....pets and inter clan wars and slight of hand want to know. |
#15
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![]() Quote:
I'll see if I can cook up something even without programming support. That reminds me that I forgot to link to my (now huge) excel file. It's got many pages now: DefOld - the old armor formula DefNon - trying to play with the armor formula (and not succeeding) DefX^2 - what I think will be a good tweak for the armor formula ResOld - old resistance formula ResNon - my tweak to the resistance formula PlayerCalc - calculated player statistics Samples - sampled values from real characters MonsterCalc - calculated monster statistics Values - constants used for calculations Quote:
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#16
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![]() OK after playing a little and having the values not match my calculations exactly, I realized I was missing a factor: aside from 0.6% per strength point, warrior classes get an extra 0.2% of damage per strength point, per tree! A full warrior gets 1.2% per strength point! A partial warrior will have 0.8%.
So basically, the most powerful class in the game gets the most powerful bonus, based on a stat that only it has tons of (ie. strength). This is very overpowered. To give you an idea of how powerful this is, at 1.2% per strength, at level 50, the warrior hits for 253% of damage all the time. At level 70 it'll be 313%. The full-time warrior finishes the game with around 400% damage. A part time warrior (only 1 warrior tree) gets 0.8% per strength. At level 50 he'll have 202% damage. At level 70 he'll have 242% damage, and at level 100, he'll reach 300% damage. You can see that even comparing a regular warrior to a part-warrior, the full warrior has a big advantage and will massacre monsters much more easily at high levels. EDIT: I just realized that other classes (thief, hunter etc) have bonuses of 0.1%/strength each -- but they'll also have far fewer points in strength, so it won't make nearly as much of a difference. In my opinion, these percentages all need to be lowered. They're the most powerful modifiers in the game, and they cause even worse, severe non-linearity in the DPS levels. 0.6% per strength can probably be lowered to 0.5%, and the bonus per tree should be lowered to 0.1% or even less. I'll make a plugin of my changes pretty soon so they can be tested out. Last edited by Bluddy : 02-25-2011 at 06:58 AM. |
#17
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![]() Str isnt the only thing influencing damage. I think its too early to try to balance in that area.
Things like passive skills, damage bonus from skills etc also count. Those things have to be considered. Adjust the general area frist, look how it works, then move on to inter class balance. |
#18
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![]() Quote:
In any case, I'm trying small tweaks in these particular things to see how much effect they have. It's likely that ultimately, the solution will be to beef up wizards, and then raise the HP/armor of the monsters. BTW could you attach the character that's giving you trouble? It'd really help me with testing changes. Last edited by Bluddy : 02-25-2011 at 08:39 AM. |
#19
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![]() since i exploited the stamp out the infestation thing with him he wont be of much use now
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#20
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![]() Wow, Bluddy, amazing job!
I'm almost at level 50 with a couple of characters, so this'll help me a lot down the road. |
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