[project1dev] Re: Combat Balance Update

  • From: Chris Riccobono <crysalim@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Sun, 3 May 2009 00:14:31 -0700

I like how you can win combat now.  I played with it, but I got
confused when the enemy kept blocking (it seems like they can block
forever and not take damage, is this correct?)

On Sat, May 2, 2009 at 8:03 PM, Kent Petersen <kentkmp@xxxxxxxxx> wrote:
> 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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