EoC 2
2 posters
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EoC 2
I'm sick and tired of RNG. I would rather hit 10% on every attack than only hit 100% once every 10 attacks. It's not fun, and frankly it's frustrating. I only defeated Brink of Extinction because of luck with the ranged ultimate (Deadshot?).
The highest melee defence that can current be obtained is 9,766. I propose changing defence to have this formula:
2000 / (2000 + Armor) = Damage Taken after Reduction (A)
1 - A = Damage Reduction
So with the best melee defence (9766 Melee Defence), you're taking only 16% damage. Or, you're reducing all melee damage taken by 84%.
Weapons will always deal their "maximum hit" - there is no more accuracy. So, an Abyssal whip will attempt to deal 802 melee damage with EVERY attack (assuming no changes are made to numbers, although this will be necessary). Someone using an Abyssal Whip against someone wearing the best armor will have their 802 damage reduced by 84%; and the enemy will only take 128 damage. Critical strike could still be random (some random is okay), or it could be a damage modifier - 5% crit chance could mean 5% increased melee damage (before mitigation).
A new stat is to be added called "penetration" (melee pen, magic pen and ranged pen). This ignores some of your targets defence in the relevant stat. This would primarily be obtained from two-handed weapons, off-hand weapons and accessories (such as rings). Some of the less popular main-hand weapons could also receive this stat. Some abilities could grant armor pen "Your next attack ignores 50% of your opponent's melee defence"; or even have abilities that "true damage" (where it ignores all of their defence).
This would tie in with upcoming "offensive armor" that was in the Behind the Scenes (where you have the option of buying full tankiness armor, or less tanky armor which offers offensive stats). Players can now go full damage mitigation with slower damage; or going for a damage-focused build that mixes raw damage, penetration and speed.
Speaking of speed, it should really be a statistic - not a value determined by the weapon. Abilities and accessories can increase this value by a percentage (not a flat amount). There should be a cap on attack speed of maybe 3/4 attacks per 5 seconds. Some abilities could theoretically "You have maximum attack speed for your next 3 attacks".
The highest melee defence that can current be obtained is 9,766. I propose changing defence to have this formula:
2000 / (2000 + Armor) = Damage Taken after Reduction (A)
1 - A = Damage Reduction
So with the best melee defence (9766 Melee Defence), you're taking only 16% damage. Or, you're reducing all melee damage taken by 84%.
Weapons will always deal their "maximum hit" - there is no more accuracy. So, an Abyssal whip will attempt to deal 802 melee damage with EVERY attack (assuming no changes are made to numbers, although this will be necessary). Someone using an Abyssal Whip against someone wearing the best armor will have their 802 damage reduced by 84%; and the enemy will only take 128 damage. Critical strike could still be random (some random is okay), or it could be a damage modifier - 5% crit chance could mean 5% increased melee damage (before mitigation).
A new stat is to be added called "penetration" (melee pen, magic pen and ranged pen). This ignores some of your targets defence in the relevant stat. This would primarily be obtained from two-handed weapons, off-hand weapons and accessories (such as rings). Some of the less popular main-hand weapons could also receive this stat. Some abilities could grant armor pen "Your next attack ignores 50% of your opponent's melee defence"; or even have abilities that "true damage" (where it ignores all of their defence).
This would tie in with upcoming "offensive armor" that was in the Behind the Scenes (where you have the option of buying full tankiness armor, or less tanky armor which offers offensive stats). Players can now go full damage mitigation with slower damage; or going for a damage-focused build that mixes raw damage, penetration and speed.
Speaking of speed, it should really be a statistic - not a value determined by the weapon. Abilities and accessories can increase this value by a percentage (not a flat amount). There should be a cap on attack speed of maybe 3/4 attacks per 5 seconds. Some abilities could theoretically "You have maximum attack speed for your next 3 attacks".
- Fastest - 2.08 attacks/5 seconds
- Fast - 1.66 attacks/5 seconds
- Average - 1.38 attacks/5 seconds
- Slow - 1.19 attacks/5 seconds
- Slowest - 0.69 attacks/5 seconds (less than 1 shouldn't exist, in my opinion)
Re: EoC 2
I recognize that damage reduction formula
Handeath- Advocate
- Number of posts : 955
Age : 28
Location : USA
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