Page 1 of 2

Gameplay : Damage Table

PostPosted: Mon Mar 03, 2014 4:37 pm
by Legulysse
Hi everyone. Here is the damage formula we used to generate the damage table.
The formula in itself is a bit complicated and values were rounded, but the table provided below should be useful for most of you ;)
DIFF = DAM (attacker) - TOU (target)
DAMAGES = ((DIFF+16)²/40)+3
(With minimum 1 damage after modifiers apply)

DIFF : DAMAGE
  • -16 : 3
  • -15 : 3
  • -14 : 3
  • -13 : 3
  • -12 : 3
  • -11 : 4
  • -10 : 4
  • -9 : 4
  • -8 : 5
  • -7 : 5
  • -6 : 6
  • -5 : 6
  • -4 : 7
  • -3 : 7
  • -2 : 8
  • -1 : 9
  • 0 : 9
  • 1 : 10
  • 2 : 11
  • 3 : 12
  • 4 : 13
  • 5 : 14
  • 6 : 15
  • 7 : 16
  • 8 : 17
  • 9 : 19
  • 10 : 20
  • 11 : 21
  • 12 : 23
  • 13 : 24
  • 14 : 26
  • 15 : 27
  • 16 : 29
  • 17 : 30
  • 18 : 32
  • 19 : 34
  • 20 : 35
  • 21 : 37
  • 22 : 39
  • 23 : 41
  • 24 : 43

Re: Gameplay : Damage Table

PostPosted: Mon Mar 03, 2014 5:19 pm
by Dragon_Warrior
thx

but i must ask

when both Hard Boiled and dam skill bonuses are applied ?

i suppose that HB is last (after formula) but dmg bonus (bloodlust, Aim, bane) is included in formula or added after it ?


btw - what was the reason to make it so complicated? ;)

Re: Gameplay : Damage Table

PostPosted: Mon Mar 03, 2014 6:09 pm
by Legulysse
There is a dozen of entry points used by all the alterations, in a specific order, it would be a bit long to compile everything here. For instance, we first add most of the damage offense bonuses (scourge) + damage defense bonuses (hard boiled), then apply hard min/max (ferocious), then apply Justice Incarnation, etc...

Concerning the formula, we had an idea of a damage curve we wanted, then tweaked the formula to match it. That's why the table is more interesting than the formula itself.
You can use a math software to compare our curve with your estimation (9+DIFF I think ?) and see the difference for yourself. The two curves match each other only on a small range of DIFF values.

Re: Gameplay : Damage Table

PostPosted: Mon Mar 03, 2014 9:00 pm
by Dragon_Warrior
Concerning the formula, we had an idea of a damage curve we wanted, then tweaked the formula to match it. That's why the table is more interesting than the formula itself.
You can use a math software to compare our curve with your estimation (9+DIFF I think ?) and see the difference for yourself. The two curves match each other only on a small range of DIFF values.

unfortunate my english is much worse than my math so i can't go into more detailed discussion about good and bad sides of this solution.

But the problem is that game should let the good players to calculate damage by his own in time of one activation... now it may be possible only for someone both wise and fast (unfortunately im not fast enough) who have calculator or (better option) having printed list above ;)

So if you want to keep this formula - it must be easy to access. Adding a print friently version of it would be even better.

Re: Gameplay : Damage Table

PostPosted: Sun Mar 16, 2014 7:36 pm
by Dragon_Warrior
BTW - how Critical hits works exacly ?
chance - damage

Re: Gameplay : Damage Table

PostPosted: Sun Mar 16, 2014 10:37 pm
by Deep Blue
Dragon_Warrior wrote:BTW - how Critical hits works exacly ?
chance - damage


i always wondered the same. I think a crit happens everytime a roll of 1 is done however im still a bit unsure about assassin and how it works. Does it mean that every roll between 1 and 10 will be a crit? or that 10% is applied on my hit rate? for instance a 10% hit rate with assassin might lead to a crit only with a 1?

Re: Gameplay : Damage Table

PostPosted: Tue Apr 01, 2014 10:54 am
by Legulysse
Concerning the critical hits :

- The base chance for crit is 1%.
- The damage is taken from another result table, which is basically [damage x 1.5].

- The % chance is read directly from the hit roll. If you have 80% chance to hit and 1% chance to crit, it means you have 1% chance to hit with a crit, 79% chance to hit, 20% chance to miss (and inside this 20% chance to miss you may have the % chance to disperse). One roll to rule them all.
- The "assassin" trait grants an additional 10% chance, meaning you have 11% chance to crit.

Re: Gameplay : Damage Table

PostPosted: Tue Apr 01, 2014 8:23 pm
by Almanro
Legulysse wrote:- The % chance is read directly from the hit roll. If you have 80% chance to hit and 1% chance to crit, it means you have 1% chance to hit with a crit, 79% chance to hit, 20% chance to miss (and inside this 20% chance to miss you may have the % chance to disperse). One roll to rule them all.
- The "assassin" trait grants an additional 10% chance, meaning you have 11% chance to crit.


So if you have only 10% chance to hit an enemy unit with a unit with Assassin, then will be automatically a crit if you hit?

Re: Gameplay : Damage Table

PostPosted: Wed Apr 02, 2014 11:04 am
by Legulysse
Almanro wrote:So if you have only 10% chance to hit an enemy unit with a unit with Assassin, then will be automatically a crit if you hit?

Exactly.

Re: Gameplay : Damage Table

PostPosted: Wed Apr 02, 2014 12:36 pm
by Deep Blue
Legulysse wrote:
Almanro wrote:So if you have only 10% chance to hit an enemy unit with a unit with Assassin, then will be automatically a crit if you hit?

Exactly.


and if you have 150% hit chance....only a roll of 1-11 will make it a crit right? =/