[project1dev] Re: Combat Balance Update

  • From: Kent Petersen <kentkmp@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Sat, 2 May 2009 20:03:44 -0700

Combat def flows better than it did before. We will need to fully populate
the cave to see how well it really plays out.

On Sat, May 2, 2009 at 4:27 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:

> I like how you got around the limitations of the current combat system.
>
> Like for instance how there is no random roll for damages, you got around
> that by making the enemies have random amounts of health so you don't really
> know until you hit them how much damage you will do.
>
> In effect you added similar game play to as if there was random damage
> rolls, which is really cool!
>
> I also like the idea that you changed the round time for blocking to be
> less than an attack.
>
> It's kind of neat because if blocking was 1:1 round time, you kinda get
> stuck in the same cycle of attack wait attack etc, but with blocking taking
> a smaller amount of round time you can kinda control the clock and get your
> attack in at a more optimal time.
>
> Kinda neat (:
>
>
>
> On Fri, May 1, 2009 at 9:46 PM, Nick Klotz <roracsenshi@xxxxxxxxx> wrote:
>
>> Alright, the combat system has been tweaked and balanced. As more mobs,
>> levels, bosses, etc. come out i'll update and balance further.
>>
>> Specific changes to the combat system are
>> [Mob changes]
>> RT changed from 5 - 7 to 6 -12
>> Damage changed from 10 to 6 - 12
>> HP changed from 25 to 12 - 43
>>
>> [Hero changes]
>> HP increased from 100 to 120
>> Damage changed from 10 to 14
>>
>>
>> !!ARRelease.exe change!!
>> SuperAttack now increases your RT to 1.8x vs a normal attack and increases
>> your attack power for 1.5x. Great for finishing off an enemy that you may
>> not be able to kill in 1 standard attack, not so great for trying to power
>> through a group of enemies.  Proceed with caution.
>>
>> Reason for Mob HP being changed from static to a dramatic random variable
>> is to substitute for random damage attacks done by the hero.
>> Current system allows for the following probabilities when fighting.
>>
>> a = standard attack
>> sa = super attack
>>
>>
>> Attack Type I    Attack Type II                       HP level    % of
>> showing up
>>
>>   a a 12 9.4  sa a+a 21 21.9  sa+a a+a 28 21.9  sa+a a+a+a 35 21.9  sa+sa
>> a+a+a 42 21.9  sa+sa+a a+a+a+a 43 3.1
>>
>> The following example shows that a mob may be killed in 1 standard attack
>> 9.4% of the time, or 31.3% of the time using a super attack or 2 standard
>> attacks
>>
>> On the high range a mob will take a maximum of 4 standard attacks, this
>> will occur only 3.1% of mob spawns, and simulates barely nicking the target.
>>
>> Feedback is more then welcome, and I encourage everyone to test the new
>> (kinda) combat system! (:
>>
>>
>>
>>
>>
>

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