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Re: The skills you love and the skills you hate

Posted: Tue May 13, 2014 12:27 pm
by jack1974
I suspect if I never explained how it works would have been better :lol:
The important thing is the END RESULT. Is the game fun? I think so. Is unbalanced? probably, but NOT as much as many AAA commercial games I've seen.
As yaysword said, I can't do more than this. I'm spending 10h/day on my job (not all on this game of course, I have also other projects to keep going). And is already a miracle that I get a RPG out a year, when other indie team with 4+ people make 1 every 2-3 years :mrgreen:
I know that some people are crazy with numbers and wants to know everything behind, but in many good games you have no clue how it works, and is fun. A game must be fun, not an exercise of math or statistic.

Re: The skills you love and the skills you hate

Posted: Tue May 13, 2014 12:38 pm
by renke_
yayswords wrote:I disagree with your 60% nuke if I understood it right. I can't take down Mormont/ratmen back rows like that.
Fair point. (But I meant a percentage of max HP, not current HP - not sure if this was clear)

So what do you think about this brain-fart?

Damage above a specific level of the target (say 50 % of max HP) is weighted lower, e.g. only 40 %. As an example: You nuke for 70 dmg (after resistances and armour is subtracted), the target has max HP of 50. The first 25 dmg points (1/2 of foe's HP) are set, the rest (45) counts only partially (40 % = 18) - total damage would be 25+18=43. The same spell against an opponent with 100 HP max would be worth 50+20*.4=58 points.

No upper limit/hard cap and the damage done is not some stand-alone number (i.e. the 49 Jack uses) but derived from the target - this should scale quite nicely (if we find good starting values for the two percentages).
jack1974 wrote:I know that some people are crazy
(harr, great misapplied quote :))
Yes yes, I got it and will shut up

Re: The skills you love and the skills you hate

Posted: Tue May 13, 2014 12:45 pm
by jack1974
I actually used a % of max HP in a previous build, I think up to 0.8.5, then removed it. Not sure why, can't remember now. At this point I'm quite close to being recovered in a madhouse. I must finish the game before this happens! :mrgreen:

Re: The skills you love and the skills you hate

Posted: Tue May 13, 2014 12:51 pm
by yayswords
I don't like % of max HP. If I want to go mad +magic in order to take down an enemy back row mob before they can get healed, I should be able to do that. And right now, I can :)

Re: The skills you love and the skills you hate

Posted: Tue May 13, 2014 5:13 pm
by Troyen
renke_ wrote:I think this methods were used because we find two widely different archetypes in the game: Front line fighters have mostly high HP (bandits ~100, white wolves ~85, ...) while creatures in the back are fragile (archers and mages are mostly in the 45 HP class). Because it is required (not sure why, but whatever...) to permit longer fights you built a highly complex system of checks and balances, so a flexible attack as the druid's nuke (useble on every position) should do high damage to high HP creatures but lower damage to more brittle opponents. So far so good.

But I don't like the complexity of the current scheme, I fear this system will in the long run (we're still in act 1...) not sustainable, you pile special handling on special handling and in the end the stack breaks (my personal and totally unfair assessment).

One way to avoid this would be a redefintion of the "risky" skills (mostly those that are not restricted to the front row: Ranged attacks and attack spells): Instead of "250 % of the base damage [plus dozens of hidden variables capping the amount. Harr harr!]" a damage calcuation in the form "60 % of the opponent's HP, but nor more than 250 % of the base damage".
This seems like a consequence of the wild variance in starting HP between the classes. When a level 1 caster can have ~35 hp and a level 1 warrior can have ~100 hp and you do fixed damage, you either have an easy time with the former or a tough time with the latter. When Con increases HP by five (so just five points of Con almost doubles your caster HP), you have some really abrupt HP scaling in the early levels.

On the other hand, if casters started at ~150 HP and warriors started around ~250 HP, this would probably be less noticeable (assuming your starting damage was somewhere between 30-50), and you might be able to get away with less hidden modifiers.

It's likely too late to do this in SotW without retuning everything (again), but maybe in the next RPG.

Re: The skills you love and the skills you hate

Posted: Tue May 13, 2014 5:42 pm
by jack1974
Yes is true, but the 30% defense for back row saves the problem a bit and I think also made the combat better, in Loren was too easy to snipe the enemy casters, unless they started as you said with 150-200 HP. I prefer the current system myself, is still possible to kill target in back row but requires more strategy than before :)

Re: The skills you love and the skills you hate

Posted: Wed May 14, 2014 12:17 am
by yayswords
I thought the special damage rules were there to stop players from doing too much damage, not monsters. I don't feel monsters are particularly hindered in any regard... except the 30% back row defense buff I guess. I mean sure, I bet the multiplier cap still applies to monsters, but it's not like I feel I can ignore a non-mage's magic stat because "monster damage will be capped anyway".

Not to change a good subject but I was wondering something about resistance to Burning, Frozen etc. Oh right, I'm not supposed to ask about mechanics :P how about I assume how they work and complain instead, let's try that :) not feeling bitter, just making a point.

If you don't wanna read all this... just skip to the last sentence of the entire post.

When you changed a lot of abilities to being guaranteed to apply their debuff, I thought that was a big step forward from Loren. You know I think the druid skill tree is boring, but at least I can be a little surgical with the debuffs, or I will be later. Yet I sometimes don't apply my 100% chance debuff, I just feel like maybe I should just use whatever does the highest damage. And the reason it doesn't apply feels pretty obvious... ailment resistance.

I don't know if Poison Bite has a 100% chance to apply poison, but if it does it's a prime example. Poison resistance can prevent the application. And it can reduce the damage, though presumably not the -crit effect.

When resistance reduces both the chance of being affected, and then the damage even when affected, its value becomes too great. Let's say, for nicer numbers' sake, we have a debuff with a 100% chance to apply that deals 100 total damage over its duration. Okay, so now you have 50% resistance to that debuff. 50% of the times, it's not gonna get applied, quite simple. You're already taking half damage from it like that, by avoiding it altogether half the times. But the other half when it does apply, you also reduce its damage by half, so you only take 50 damage. Therefore, with 50% resistance, you will take on average 25 damage from this 100 damage debuff (50% chance of 0, 50% chance of 50, averages to 25), which is 75% effective resistance.

Resistance -> Total damage reduction
A rather simple pattern: Reduction = 1-(1-resistance)^2

Code: Select all

10% -> 19%
20% -> 36%
30% -> 51%
40% -> 64%
50% -> 75%
60% -> 84%
70% -> 91%
80% -> 96%
90% -> 99%
For effects (attack loss from Burning, defense loss from Shattered etc) the resistance value is as stated though, not increased as per the table. Unless of course their effect is also reduced by resistance but I don't think so.

What do I want? I want my 100% chance to be applied debuffs to always be applied, exceptions for like paralysis and bosses. Resistance should affect the debuff's effect (damage and stat loss) or its duration. I don't really enjoy playing casino when I throw a 100% chance debuff. We don't have to get mathy: Seeing my 100% chance not happening is not fun.

Re: The skills you love and the skills you hate

Posted: Wed May 14, 2014 6:36 am
by jack1974
Yes I think that is a reasonable request :) excluding paralysis because it's too powerful, but even for bosses could happen since let's say if a boss has 99% Burning resistance the damage over time could be very low (like 2-3hp/turn).

Re: The skills you love and the skills you hate

Posted: Wed May 14, 2014 6:55 am
by Troyen
Lining up your debuffing spell only to have it fully resisted or miss kind of sucks (though it's a little bit understandable for bosses). As an alternative (don't know if this is too much work at this point in SotW), what if debuff resistance lowered the duration of the debuff (to a min of 1) - that way, it would even work for Paralysis. It could also lower the damage as well, but when you go to burn a target, they'd at least always burn (unless immune) and your skill points won't be a complete loss.

Re: The skills you love and the skills you hate

Posted: Wed May 14, 2014 7:48 am
by jack1974
Anima by email pointed out that some effects don't do damage, like Weakened, Scared, etc. So using this system would make the resistances for them almost useless. The idea of reducing the effect duration is good though, shouldn't be too much work. Also just to be clear even with 100% resistance you would still get damaged, but not as much. I definitely don't want to get immunity on any type of attack, both for players and enemies :)