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I would like to see the damage formula for this game changed. It's far too simplistic in my opinion and right now, you usually hear beta testers talking about how they're pumping all of their points in a single stat, normally dex for physical attackers. It is fundamental for the development of the game's meta to have a bigger variety of possible builds. -
First, I will explain my issues with this formula. From what I can see, it is basically (cpatk+skill-tpdef). αcrit+βcatk+(emod.eatk),* with cpatk being the caster's physical attack, skill being the skill damage number, tpdef being the target's physical defense, α being a binary variable assuming the values 1 or crit^(-1),**crit being the crit modifier of 1.5, β being a binary variable that can assume 0 if α=crit^(-1) and 1 if α=1, catk being the caster's critical attack,emod being the target's weakness/resistance to the elemental attack and eatk being the elemental attack given from equipments such as Arde Dagger. -
My concerns with this formula mostly come from the fact that crits are too strong because it's the only multiplication done in the entire formula, besides damage modifiers such as weaknesses and resistances. Therefore, there's barely a trade off on using most of your points in dex, which also increases your evasion rate. I've seen builds of high level players where they used most of their points on dex for the evasion and critting, with a few in str and con. str and con don't do much in terms of damage when compared with critical hits, because they only increase your points for a bit more than 1. Another concern with this formula is how multi hit skills are disproportionately stronger than single hit skills, which tend to relatively fall off in damage the higher you go into the circles and do not carry the ability to multiply the bonuses from Arde Dagger and such equipments by the times the target is being hit. Personally, I don't feel that great when I level up because with this formula, I'm pretty much doing the same damage to monsters no matter if they are at the same level as me or 70 below. It feels like I'm going upstairs, waiting for the next tier of equipments and using all my points in dex since that's where most of your damage comes from, rather than climbing a mountain, looking doing and being impressed by how much progress I've done so far. -
In my opinion, the damage formula should have more multiplications and to put it simply, be more complex and potentially have more variables. Make str and con more relevant, make the player feel like he's powerful when he levels up. I've made a rather simple damage formula myself just as an example of what I feel like it should have been: {[(1+clvl/5.maxlvl)(patk+skill)-(1+tlvl/5.maxlvl)(pdef)(1-diflvl/200)+βcatk+(emod.eatk)].αcrit.mod.patk/pdef}.{[1+λ(cr-sr)/100]^(-cr)}, with diflvl = (clvl-tlvl). -
Let me explain what I thought when I wrote this formula. I added variables regarding caster/target's level and an exponential decay on the efficiency of lower circle skills being used by higher circler characters. In the first part (1+clvl/5.maxlvl), I wanted to make so that the higher your level, the higher your damage would be, this is being adjusted by the coefficient 5 multiplying the maxlvl, meaning a max level char would multiply 1.2 by his (patk+skill). (patk+skill) is the caster attack plus the skill's damage, which could even be used as percentage if you make skill= [(per/100-1)patk+skilldmg], with per being the percentage number minus the sign and skilldmg being the flat number of damage a skill does. -
With those two being multiplied, the target's defense would be subtracted from it. -(1+tlvl/5.maxlvl)(pdef) is pretty much like his caster counterpart, the higher is the level of the target, the more his defense gets boosted. (1-diflvl/200) is a multiplier that considers the difference between the difference of level between the caster and the target's level; With this formula, if the target is 2 levels higher than the attacker, the former's defense gets boosted by 1%, this number can be higher if you change the 200 that is dividing -difflvl though. -
Crit, damage modifiers and patk/pdef, the latter being extremely important in the balance of a game, are all multiplied to the difference between caster's offense and target's defense. -
Finally, the damage decay from skills, represented by{[1+λ(cr-sr)/100]^(-cr)}, which is pretty much a reverse compound interest. λ is a variable that can assume different values, 0 if no skill is used and something different from 0 if a skill is being used. That way, you can weigh by how much each skill can decay over time, the value doesn't have to necessarily be one for all skills, especially if you're a c3 class using a c1 skill of you own class. (cr-sr) is the difference between the caster's rank/circle and the skill's rank/circle, divided by 100 because otherwise the efficiency reduction curve would be too high. ^(-cr) means the higher your circle, the more skills you have and the bigger is the penalty for using a low circle skill, the only problem with this is the amount of circles we could potentially get in the full game, but the percent penalty could still be diminished by altering ^(-cr) to ^(-cr/2), for instance. -
In the end, this is just my personal concern with the game's damage formula being too nice with critical and multi hits. It should be more complex and add more variables in order to make the experience more enjoyable. The formula I presented was just an example to show you from the IMC what I mean, adding more variety to the game. I know a change this huge is difficult to happen, as it would involve a lot of rebalancing in stats, skills and monsters this late into the development. However, the objective of this post is to show IMC that I and possibly others are not as happy with the damage formula as we could be in a game with so much potential.
** In those formulas, I’m using dots to denote multiplications and commas to separate the interger from the decimal part. I’m not a native English speaker, sorry for any spelling mistake.
