Akuma_Mishima

Legend
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  1. Statesman I have to disagree with you here. The game already seems to scale itself at higher levels as we see more lieutents (1 hero), bosses (3 heroes), archvillains (6 heroes), and eventually regions with multiple monsters (8 heroes).
  2. I have to agree the devs here are great. The only other community which had devs which I liked this much was Allegiance and that was only until the lead dev left (the dev chats ended at this point). I do think a big part of keeping the community togather is your informal and frequent postings. So to say it once more, way to go devs.
  3. Odd I thought high level play was built with the assumption that we could take on higher level and more numerous foes already. In the games help file a boss is supposed to be a foe which can defeat a single hero with ease. This is true at level two, but by level 32 most should be able to take on at least one boss of equal level along with minions. Looking at perigrin island I notice small isles with two monsters on them. Reading over the games help file I find that a single monster should require a team of eight heroes to defeat. Level 40+ missions start to include AVs which are supposed to take six heroes to defeat. I can't help but think that the bar was meant to be raised as you leveled.
  4. Akuma_Mishima

    Tanker Update

    A revision of my earlier numbers assuming it takes 3 damage SOs to reach the first damage listed and there are no other damage enchancers in play:

    0. (10) 100 / 100
    2. (89) 50 / 74
    4. (132) 50 / 78
    6. (170) 30 / 48
    8. (177) 30 / 49
    10. (183) 30 / 49
    12. (188) 30 / 49
    14. (192) 50 / 82
    16. (222) 50 / 84
    18. (248) 30 / 51
    20. (242) 30 / 51
    22. (237) 30 / 51
    24. (233) 30 / 51
    26. (230) 100 / 168
    28. (322) 50 / 88
    30. (332) 50 / 88

    In this version of rage the tankers damage increases by 4 and 2/3 SOs at it's highest point (the attack on second thirty). This means that a tanker should be able to cap out their damage with 4 damage SOs less in an extended fight which is a good thing since it still doesn't put them above a scrappers melee potential (unless AoE attacks are allowed to build rage which is a bad idea for this system). This leaves room for tankers to slot for endurance, recharge, and accuracy.
  5. Akuma_Mishima

    Tanker Update

    Heh I'm feeling sort of silly now. My numbers actually overstate the scale of the damage boost since odds are they would treat it as any other damage boost (even if using logs) so it would end up as damage * (base multiplier + log(recent damage)) with a cap of x4. So you would still have to keep damage SOs slotted in there since unless they allow AoEs to work (which would be a bad idea using this system) there is no way a tanker could reach the 10,000 points of recent damage required for your x4 multiplier.
  6. Akuma_Mishima

    Tanker Update

    This sounds very nice. I do have to wonder how your going to impliment this though. If you go for a timer after each attack then you have to store all that extra data which seems inefficient and space on the server. If you just go for hits then it favors low damage, fast recharge attacks with short animations times. So I am guessing your going to just starting counting damage and then apply it as a multiplier after finding its log and then decrease the counter by some fraction each tick until it drops the log back to one. Then again that still wouldn't work that well. Since it would give something like:

    (log is base ten in this with all powers given a 2 second cast time)
    1: 100 Damage attack (25 sex recharge)
    2: 50 Damage attacks (10 sec recharge)
    4: 30 Damage attacks (8 sec recharge)

    So if the damage count drops by 10% per second you get: (format is Second. (value in the log), attack base damage / damage done)

    0. (10) 100 / 100
    2. (89) 50 / 97.5
    4. (151) 50 / 109
    6. (210) 30 / 70
    8. (227) 30 / 71
    10. (241) 30 / 71
    12. (252) 30 / 72
    14. (262) 50 / 121
    16. (310) 50 / 125
    18. (352) 30 / 76
    20. (347) 30 / 76
    22. (343) 30 / 76
    24. (339) 30 / 76
    26. (336) 100 / 253
    28. (477) 50 / 134
    30. (495) 50 / 135

    Obviously this isn't the ideal attack routine for this sort of a damage system, but I am guessing this is something like what the devs will put in. Odds are if they do use this they will use a higher base value for the log though.