[project1dev] Re: Combat Balance Update

  • From: Chris Riccobono <crysalim@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Sun, 3 May 2009 00:36:43 -0700

It would be cool if you added a "guard breaker" attack (like overheads
in street fighter), maybe you need to charge extra rt for it ahead of
time?  Or make it like a super attack?

On Sun, May 3, 2009 at 12:20 AM, Nick Klotz <roracsenshi@xxxxxxxxx> wrote:
> Yes. For the time being when you or a mob blocks damage is reduced to 0.
> This is by design for the moment.
>
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> 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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