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View Full Version : Some thoughts on PRR/MRR and Melee/Ranged/Spell Power



Maldrak
11-19-2015, 09:22 PM
Ok, I realize there have been ALOT of threads on these subjects, but I ran into some pretty bad game balance issues lately, and it got me thinking about how these were mis-implemented, which lead me to thinking about how they "should" (in my opinion) have been implemented. Specifically, force/poison/light damage is out of control due to how MRR was implemented, but this solution ALSO helps balance some of the late game issues with DR, Resists, Absorption, and Spell Crits as well...

1) If Spell Power affects the damage, then MRR reduces it - same for melee/ranged power and PRR - the two should be PROGRAMMATICALLY linked. Ie, call Damage*SpellPower() and you get Damage*[ (1+SpellPower*Scalars/100) / (1+MRR/100) ] - there is no separate function for /MRR(), the appropriate defense is just an automatic part of applying spell(or other)powers. And it is applied after ALL other damage modifying considerations (like DR/Elem Resist/absorption).

("Scalars" refer to abilities that benefit from 150%/etc of melee power or spell power, like some warlock abilities.)

Spell damage should look like this:
[ (Base Damage + Adders)*(Crit multiplier if crit) - (Elemental Resist/Absorption if applicable) ] * [ (1+SpellPower*Scalars/100) / (1+MRR/100) ]

Physical Damage should look like this:
[ (Base Damage + Adders)*(Crit multiplier if crit) - (DR if applicable) ] * [ (1+Melee_RangedPower*Scalars/100) / (1+PRR/100) ]

Special Damage (like poison damage, Bane damage, certain spells/abilities that are meant to pierce defenses/have hard counters) should look like this:
[ (Base Damage + Adders)*(Crit multiplier if crit) - (Applicable Resist/Absorption) ] * 1.0

Basically, if Spell Power applies, it applies after everything else, and MRR automatically applies to counter it (and same for Physical Power and PRR). The reason for this is that the current system allows for Spell Power amped defense ignoring abilities that are, quite frankly, one shot kills with literally NO means of defense (the spell power and crit can - and often do - take damage numbers beyond the realm of POSSIBLE HP levels. So with no way to mitigate the damage, there is no remaining defense except for stupid things like send the lvl 1 hireling to take the nasty hit and kill the mob its ability is on cooldown - which is a <DevelopementallyImpared> game mechanic.

2) Spell Crit has gotten to the point that SOME means of mitigating it needs to be available - personally, I like the idea of Normal Fortification/immunity to crits applying, along with the normal means of Fortification Reduction (yes, this could mean a backstabbing rogue/wizard would have a better chance of spell critting a fortified target, but this is still preferable to the current state of things, ESPECIALLY with the upcoming update 29 feats)

Implications:
Force/Light/Poison damage stops being imbalanced - especially for effects like Champion damage adders which now use the relevant defense for their attack style (ie, MRR against casters, and PRR against physical attackers).
Also, spells MEANT to bypass all defenses can do so with properly controllable damage outputs. (Ie, these spells are useful against high defense targets, even for "rookie" users, but more "normal" spells are better for powerhouses against normal/no defenses - instead of using defense bypass spells on everything because they hit defenseless targets just as hard as their "normal" counterparts do and "hardened" targets infinitely better than their non-piercing counterparts.)
DR and Elemental Resists retain their value into Epic levels, and don't automatically become increasingly worthless the higher the devs raise the level cap...

Some specific examples of how this may change gameplay:
- Those stupid hounds aren't 100 times scarier than their beholder overlords any more....
- Champions aren't as much a game of Russian Roulette any more (ie, a random force/poison/light mod doesn't suddenly make a champion minion 100 times scarier than the supposed Boss they serve. And no more, "did the dice decide I'd die with no chance for appeals today? To the tune of a wasted hour of my life because there is no way to predict or prepare for the potential attack, I just gotta commit and hope I get lucky...")
- Some elemental adders used by physical attackers that get PhysicalPower instead of SpellPower get resisted by the appropriate defense. Example: Paladin KotC light damage is now resisted by PRR since it's enhanced by MeleePower. This may actually be undesirable (if the elemental damage was meant to give the physical attack multiple attack vectors, requiring balanced defenses to counter, instead of specialized defenses.) Other Elemental Damage adders, boosted by spell Power, to Physical attacks also get appropriate defenses. Example: Eldritch Knight Spellsword damage is now resisted by MRR.

In ANY case, something needs to be done, because cheesy developer fails that I'm not permitted to do anything about leading to a ruined afternoon are REALLY starting to detract from my enjoyment of the game.

Tlorrd
11-19-2015, 09:59 PM
Ok, I realize there have been ALOT of threads on these subjects, but I ran into some pretty bad game balance issues lately, and it got me thinking about how these were mis-implemented, which lead me to thinking about how they "should" (in my opinion) have been implemented. Specifically, force/poison/light damage is out of control due to how MRR was implemented, but this solution ALSO helps balance some of the late game issues with DR, Resists, Absorption, and Spell Crits as well...

1) If Spell Power affects the damage, then MRR reduces it - same for melee/ranged power and PRR - the two should be PROGRAMMATICALLY linked. Ie, call Damage*SpellPower() and you get Damage*[ (1+SpellPower*Scalars/100) / (1+MRR/100) ] - there is no separate function for /MRR(), the appropriate defense is just an automatic part of applying spell(or other)powers. And it is applied after ALL other damage modifying considerations (like DR/Elem Resist/absorption).

("Scalars" refer to abilities that benefit from 150%/etc of melee power or spell power, like some warlock abilities.)

Spell damage should look like this:
[ (Base Damage + Adders)*(Crit multiplier if crit) - (Elemental Resist/Absorption if applicable) ] * [ (1+SpellPower*Scalars/100) / (1+MRR/100) ]

Physical Damage should look like this:
[ (Base Damage + Adders)*(Crit multiplier if crit) - (DR if applicable) ] * [ (1+Melee_RangedPower*Scalars/100) / (1+PRR/100) ]

Special Damage (like poison damage, Bane damage, certain spells/abilities that are meant to pierce defenses/have hard counters) should look like this:
[ (Base Damage + Adders)*(Crit multiplier if crit) - (Applicable Resist/Absorption) ] * 1.0

Basically, if Spell Power applies, it applies after everything else, and MRR automatically applies to counter it (and same for Physical Power and PRR). The reason for this is that the current system allows for Spell Power amped defense ignoring abilities that are, quite frankly, one shot kills with literally NO means of defense (the spell power and crit can - and often do - take damage numbers beyond the realm of POSSIBLE HP levels. So with no way to mitigate the damage, there is no remaining defense except for stupid things like send the lvl 1 hireling to take the nasty hit and kill the mob its ability is on cooldown - which is a <DevelopementallyImpared> game mechanic.

2) Spell Crit has gotten to the point that SOME means of mitigating it needs to be available - personally, I like the idea of Normal Fortification/immunity to crits applying, along with the normal means of Fortification Reduction (yes, this could mean a backstabbing rogue/wizard would have a better chance of spell critting a fortified target, but this is still preferable to the current state of things, ESPECIALLY with the upcoming update 29 feats)

Implications:
Force/Light/Poison damage stops being imbalanced - especially for effects like Champion damage adders which now use the relevant defense for their attack style (ie, MRR against casters, and PRR against physical attackers).
Also, spells MEANT to bypass all defenses can do so with properly controllable damage outputs. (Ie, these spells are useful against high defense targets, even for "rookie" users, but more "normal" spells are better for powerhouses against normal/no defenses - instead of using defense bypass spells on everything because they hit defenseless targets just as hard as their "normal" counterparts do and "hardened" targets infinitely better than their non-piercing counterparts.)
DR and Elemental Resists retain their value into Epic levels, and don't automatically become increasingly worthless the higher the devs raise the level cap...

Some specific examples of how this may change gameplay:
- Those stupid hounds aren't 100 times scarier than their beholder overlords any more....
- Champions aren't as much a game of Russian Roulette any more (ie, a random force/poison/light mod doesn't suddenly make a champion minion 100 times scarier than the supposed Boss they serve. And no more, "did the dice decide I'd die with no chance for appeals today? To the tune of a wasted hour of my life because there is no way to predict or prepare for the potential attack, I just gotta commit and hope I get lucky...")
- Some elemental adders used by physical attackers that get PhysicalPower instead of SpellPower get resisted by the appropriate defense. Example: Paladin KotC light damage is now resisted by PRR since it's enhanced by MeleePower. This may actually be undesirable (if the elemental damage was meant to give the physical attack multiple attack vectors, requiring balanced defenses to counter, instead of specialized defenses.) Other Elemental Damage adders, boosted by spell Power, to Physical attacks also get appropriate defenses. Example: Eldritch Knight Spellsword damage is now resisted by MRR.

In ANY case, something needs to be done, because cheesy developer fails that I'm not permitted to do anything about leading to a ruined afternoon are REALLY starting to detract from my enjoyment of the game.

Sounds like ...

1. You should try another game
2. Have a cake available or bring a friend/group/hire that can rez you when you die
3. Examine why you are asking for nerfs and then are complaining about dying in the same post

Marshal_Lannes
11-19-2015, 10:14 PM
I think mobs should actually one shot characters a lot more. Bosses should be able to do 5K plus to characters in their chain of attacks as long as they give an animation clue. This would provide a sense of danger to characters, would discourage solo play, and generally provide a more thrilling game experience.

Maldrak
11-19-2015, 10:58 PM
I think mobs should actually one shot characters a lot more. Bosses should be able to do 5K plus to characters in their chain of attacks as long as they give an animation clue. This would provide a sense of danger to characters, would discourage solo play, and generally provide a more thrilling game experience.

Yeah, I'm game with one shot kills in the cases that:
1) I wasn't properly prepared for the encounter - ie, instant death vs deathward -- but not when there IS no counter, it's just...
- DM: rolls die, "Franky, you're dead"
- Franky: "Why?"
- DM: "Because I wrote a poor mechanic, made it impossible for you to do anything about, attached a random chance of occurrence to justify the mechanic, and you got the roll, sorry buddy."
- Franky: "So let me get this straight, I'm dead because of something you decided, which I have NO input in, and there's no way for me to do anything about it?"
- DM: "Yep, if you feel it's unfair, I can maybe make it happen a little less often..."
(^ This is NOT a good DM...)

2) I didn't do something correctly (missed quest objectives, failed to LoS/avoid a telegraphed attack, etc.) - YES - Instant death is ok (again, if there IS a counter, I just failed to implement it - that's fine, that's on me.)

Basically, a hard kill is fine (and I leave the possibility for it in the irresistible damage category above), but then there needs to be an equally hard counter. (death spells and death ward, SR, saves, and Spell Absorption, etc. Magic Missiles and Shield for instance, Bane Damage, with it's SEVERELY limited damage amounts vs healing, and on and on...)

But there is no way to counter 500+ points of Bane damage (that's on a SUCCESSFUL save mind you, and through Death Ward and 30 SR) at level 12 from a mob that just spawned and cast a spell before your client even got the update and drew the thing (this is the EXACT incident that prompted the start of my thought process btw.) If that damage had been irresistible, but was in the ballpark of 1d6/2 levels like other no-defense PnP abilities, it would've been doing (3+1d3)*6to8 or upwards of 30-40 irresistible damage on a successful save, or even 60-80 damage if allowed a full die per level (which should NOT be permitted for unmitigatable damage on a SUCCESSFUL save, imo - but even allowing for the broken design of the spell...) - I find this COMPLETELY reasonable, alternatively, if allowing Spell Power to boost it, then the 100+ MRR could've kicked in and it still would've been a more reasonable 250 damage (scary for sure at lvl 12, but we now enter the realm of the defensible.)





Sounds like ...

1. You should try another game
2. Have a cake available or bring a friend/group/hire that can rez you when you die
3. Examine why you are asking for nerfs and then are complaining about dying in the same post

1. I think I'd prefer to give constructive feedback to improve the parts of this game that I see need help instead - you might try the same with your forum posts.
2. Yeah, I rezzed afterwards, the kill was still completely cheesy, the mechanics are STILL broken, and the developers are STILL negligent and at fault/
3. I am NOT asking for nerfs, I am asking for balance - I'm fine if the numbers are later rebalanced around functional mechanics - I'm NOT fine with the broken mechanics. I'm not writing this because I died (I do that alot without ever feeling the need to create a forum post as a result). I'm complained about the broken mechanic creating a completely unavoidable death (technically up to something like 12 such deaths, each due to some form of the mechanical break I describe and attempt to remedy in my post - on top of that there are a fair number of justified deaths I feel no need to suggest fixes for.) PS: I feel this needs to apply to MOBS as well, not just players.