[project1dev] Re: Combat Balance Update

  • From: Nick Klotz <roracsenshi@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Sun, 3 May 2009 02:20:30 -0500

Yes. For the time being when you or a mob blocks damage is reduced to 0.
This is by design for the moment.





On Sun, May 3, 2009 at 2:14 AM, Chris Riccobono <crysalim@xxxxxxxxx> wrote:

> 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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