K
krrios
Guest
Balance Updates
After analyzing the last change to spell damage, something unanticipated cropped up. Our resist chance algorithm is unique in that the chance to resist a spell depends on the damage, not circle, of that spell. This is entirely by design. Due, however, to the linear nature in spell damage, I chose a small 'range' value in the algorithm. Ultimately, that meant that even a small change in damage could result in a large change in resist chance.
To counteract this, I've analyzed a modified version of the resist algorithm. Instead of using a linear damage focus and small range, it uses an exponential function to decrease damage focus fluctuation at high values, and consequently allows a larger range value to be used.
I've written a program to compare three spell damage algorithms: our original, before the first change; our current, after the first change (what we have right now); and a proposed new change.
In addition to changing the resist algorithm, the proposed new algorithm also has slightly increased base damage for circle 1-3 and 5. Circle 5 listed here is given as damage for mindblasting an opponent who has their highest stat at 100 and lowest stat at 25.
All values in this table are assuming that the attackers magery and evalint, and the defenders magic resist, are 100. Before this change is finalized, I will look at various other skill values, and make any adjustments as needed.
Summary
Questions and comments welcome.
After analyzing the last change to spell damage, something unanticipated cropped up. Our resist chance algorithm is unique in that the chance to resist a spell depends on the damage, not circle, of that spell. This is entirely by design. Due, however, to the linear nature in spell damage, I chose a small 'range' value in the algorithm. Ultimately, that meant that even a small change in damage could result in a large change in resist chance.
To counteract this, I've analyzed a modified version of the resist algorithm. Instead of using a linear damage focus and small range, it uses an exponential function to decrease damage focus fluctuation at high values, and consequently allows a larger range value to be used.
I've written a program to compare three spell damage algorithms: our original, before the first change; our current, after the first change (what we have right now); and a proposed new change.
In addition to changing the resist algorithm, the proposed new algorithm also has slightly increased base damage for circle 1-3 and 5. Circle 5 listed here is given as damage for mindblasting an opponent who has their highest stat at 100 and lowest stat at 25.
Code:
######################################################################
# Original Algorithm: # Current Algorithm: # Proposed Algorithm: #
# --------- # --------- # --------- #
# Old Damage # Current Damage # Proposed Damage #
# Current Resist # Current Resist # Proposed Resist #
######################################################################
# Circle #1: # Circle #1: # Circle #1: #
# # # #
# Full: 8.00 # Full: 8.00 # Full: 10.00 #
# Resisted: 4.33 # Resisted: 4.39 # Resisted: 5.61 #
# Chance: 100.00% # Chance: 100.00% # Chance: 80.63% #
# # # #
# Min: 3 11.11% # Min: 1 2.78% # Min: 3 8.33% #
# Avg: 4.33 # Avg: 4.39 # Avg: 6.58 #
# Max: 6 11.11% # Max: 7 8.33% # Max: 15 1.19% #
######################################################################
# Circle #2: # Circle #2: # Circle #2: #
# # # #
# Full: 14.00 # Full: 11.00 # Full: 13.00 #
# Resisted: 8.00 # Resisted: 6.19 # Resisted: 7.39 #
# Chance: 100.00% # Chance: 100.00% # Chance: 66.14% #
# # # #
# Min: 7 33.33% # Min: 3 2.78% # Min: 4 2.56% #
# Avg: 8.00 # Avg: 6.19 # Avg: 9.40 #
# Max: 9 33.33% # Max: 9 8.33% # Max: 18 1.50% #
######################################################################
# Circle #3: # Circle #3: # Circle #3: #
# # # #
# Full: 18.00 # Full: 15.00 # Full: 16.00 #
# Resisted: 10.33 # Resisted: 8.61 # Resisted: 9.19 #
# Chance: 91.07% # Chance: 97.56% # Chance: 53.75% #
# # # #
# Min: 9 11.11% # Min: 6 8.33% # Min: 6 2.08% #
# Avg: 11.04 # Avg: 8.80 # Avg: 12.43 #
# Max: 20 2.09% # Max: 20 0.52% # Max: 21 1.74% #
######################################################################
# Circle #4: # Circle #4: # Circle #4: #
# # # #
# Full: 22.00 # Full: 19.00 # Full: 19.00 #
# Resisted: 12.78 # Resisted: 11.00 # Resisted: 11.00 #
# Chance: 72.36% # Chance: 85.81% # Chance: 43.63% #
# # # #
# Min: 12 26.24% # Min: 8 2.78% # Min: 8 1.69% #
# Avg: 15.36 # Avg: 12.24 # Avg: 15.58 #
# Max: 24 4.17% # Max: 24 1.04% # Max: 24 1.93% #
######################################################################
# Circle #5: # Circle #5: # Circle #5: #
# # # #
# Full: 27.00 # Full: 27.00 # Full: 29.00 #
# Resisted: 15.78 # Resisted: 15.81 # Resisted: 17.00 #
# Chance: 48.90% # Chance: 48.89% # Chance: 21.89% #
# # # #
# Min: 15 18.46% # Min: 13 5.76% # Min: 14 0.85% #
# Avg: 21.54 # Avg: 21.64 # Avg: 26.41 #
# Max: 29 6.67% # Max: 32 2.08% # Max: 34 2.35% #
######################################################################
# Circle #6: # Circle #6: # Circle #6: #
# # # #
# Full: 32.00 # Full: 29.00 # Full: 29.00 #
# Resisted: 18.78 # Resisted: 17.00 # Resisted: 17.00 #
# Chance: 25.43% # Chance: 39.56% # Chance: 21.89% #
# # # #
# Min: 18 10.56% # Min: 14 1.74% # Min: 14 0.85% #
# Avg: 28.67 # Avg: 24.37 # Avg: 26.41 #
# Max: 34 9.30% # Max: 34 2.33% # Max: 34 2.35% #
######################################################################
# Circle #7: # Circle #7: # Circle #7: #
# # # #
# Full: 40.00 # Full: 37.00 # Full: 37.00 #
# Resisted: 23.67 # Resisted: 21.81 # Resisted: 21.81 #
# Chance: 12.50% # Chance: 13.65% # Chance: 12.75% #
# # # #
# Min: 22 1.39% # Min: 19 1.88% # Min: 19 1.40% #
# Avg: 37.96 # Avg: 34.94 # Avg: 35.08 #
# Max: 42 9.72% # Max: 42 2.43% # Max: 42 2.50% #
######################################################################
All values in this table are assuming that the attackers magery and evalint, and the defenders magic resist, are 100. Before this change is finalized, I will look at various other skill values, and make any adjustments as needed.
Summary
- The changes two nights ago increased resist chance significantly. While the overall average damage only decreased by a relatively small amount, there were significantly more resisted spells, resulting in a greater perceived randomness in damage. Basically, it's become a lot harder to pull off a solid, strong combo.
- The proposed changes generally decrease the chance to resist a spell. So, while spell damage is still slightly reduced from the original, players are still able to deal strong combos much of the time.
- The proposed changes increase the effectiveness of smaller spells--magic arrow, harm, fireball, and lightning--to a level greater than or equal to that before the first balance update.
- The proposed changes increase the effectiveness of mindblast against unbalanced opponents.
- The proposed changes put sixth and eventh circle spells--energy bolt, explosion, and flamestrike--at an average damage square in the middle between what they were originally, and what they were after the last patch. Again, however, the resist chance has been tweaked, and so there will be more full, unresisted combos. This ultimately will result in a greater feel of consistancy between damage.
Questions and comments welcome.