Saturday, April 21, 2012

More realistic Damage formula

Lets take an unknown spell like the spell of apocalypse:

apocalypse, 40% magic dam 40% fire 20% physical

Radius: 2 yards per lvl

Take the formula: Damage = [(char lvl) x (1/10 x mana points)] + ( spell damage, function of spell level)

Say the char is lvl 45, with a lvl 15 spell doing 450-550dam, the char strength component is added which is 45x say 800 mana points = 3600+450-550= 4050-4150 damage

If the char is level 99 with 2000 mana points we get for the same lvl 15 spell with 450-550dam:

99 x 200 = 19 800 + 450-550 = 20250-20350 ya thats more like it, gives people a reason to actually go 99 :P|||Wow. Math. I don't really get your point. We have no idea what the damage formula was or will be. You'll want to check your syntax, by the way. It looks like you're saying 3600 plus 450 minus 550.|||You dont want too much of a jump between levels as it can ruin the interactivity ,in PvE it'll force an even tighter leeching level and in PvP there'll be a smaller level ranges you can duel.|||I wouldn't mind level having a little level influence on damage, just to reward the devote perfectionists. They could simply do this the way the did with windforce. Just have more weapons with the mod that increase damage per level (or all of them).

For the ultimate lev 100 (btw, max level will likely be 100), I was hoping this would grant access to a special crafting recipe that lev 1-99 chrs don't have. But that's for a different thread.|||Quote:








You dont want too much of a jump between levels as it can ruin the interactivity ,in PvE it'll force an even tighter leeching level and in PvP there'll be a smaller level ranges you can duel.




I agree, items are what made Diablo II so enjoyable and made one uber strong or just average. Allowing rich level 30s to be able to compete with average level 60s.|||They should bring the numbers down.. why 20000 damage why not just 2000.. same thing just scale HP to make it work.|||I have this in Median. It really helps, but for an entirely different reason: It allows low level skills to be useful later on.

If you max Firestorm at level 21, either you're super overpowered or you are balanced now and will suck later because you can't do anything to increase your damage anymore. You can't have the former, so you end up with the latter.

Scaling skill damage fixes this issue.|||I agree that scaling damage is good. However, there should still be some Decay. For instance, if 1 point Magic Missle takes away 50% of a monster's health at level 5, then the same should take away 20% of the monster's health at level 20.

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