View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0003888 | Valley 1 | Gameplay Idea | Sep 21, 2011 4:53 pm | Jan 25, 2012 12:50 pm | |
Reporter | tigersfan | Assigned To | Chris_McElligottPark | ||
Status | resolved | Resolution | fixed | ||
Summary | 0003888: Higher tiered spells relatively underpowered? | ||||
Description | I wanted some feedback from others on this. I feel like once your spells move past tier I, they are a bit underpowered relative to the previous tier. What I mean is for example: On level 1, I can take out a level 1 esper with 2 or at most 3 fireballs. But, at level 5, with the tier II fireball spell, facing an equal level esper again, it takes 4 or 5 hits to take him out. This might be ok against espers, but against tougher enemies like minibosses (or even higher), this means it can take a LOT more hits. This becomes a further problem once you hit say level 8 or 9, when the bosses are even tougher, but you still maybe haven't gotten the tier III stuff. On the other hand, maybe I'm just whining and need to suck it up and deal. What do others think? | ||||
Tags | No tags attached. | ||||
Internal Weight | Discussion Only | ||||
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Hmm, it really should stay more consistent. The power level on these is being multiplied by the tier linearly. So if a spell does 100 damage at tier 1, it does 200 damage at tier 2. Perhaps the scaling factor is not high enough to compensate for the way that enemy health generally scales now, I'm not sure. |
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Want me to make it official than? And take it out of the realm of discussion only? |
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Sure, that is fine with me. Although, without more data or testing, I don't have any particular thoughts on what to do with this yet. Care to do the math? |
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I don't mind doing the math, but, I'm not sure where to get the exact numbers from. Is there somewhere other than in game to get them? |
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Well, here's an example to balance around: Esper RateOfMaxHealthIncrease = 7 Health formula: HpPerLevel = 100 - 80 + ( RateOfMaxHealthIncrease * 16 ); MaxHealth = 100 + ( hpPerLevel * EnemyLevel ); Whereas your human PlayerMagicDamagePerLevel varies from 1-10, and translates to actual firepower as follows: PlayerMagicDamage = PlayerMagicDamagePerLevel * 3 * this.EffectiveLevel SpellDamage, on the other hand, is just SpellDamagePerTier * Tier. Final MagicDamage from a player attack is PlayerMagicDamage + SpellDamage The power of the spell versus your innate power has to be additive and not multiplicative to avoid getting an exponential increase in power as tiers go up. My guess is that SpellDamagePerTier * Tier needs to be modified in some way, but I'm not sure what a sensible multiplier would be there. And the multiplier might need to only kick in after tier 1. So it might be that the final formula is something like ( ( ( Tier - 1 ) * UnknownValue ) + SpellDamagePerTier ) * Tier Thoughts? I'm off for a bit, but will be back in an hour or so. Currently working in a different area (the undergrounds thing). |
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Hmmm, maybe I'm just imagining things, because unless I did the math wrong, it's pretty consistent. Here's what I got: Esper Level 1 - HPPL = 112 Max Health = 212 Level 5 Max Health = 660 Level 10 Max Health = 1220 Level 15 Max Health = 1780 Player - MagicDamagePerLevel assumption 6. SpellDamagePerTeir assumption 60. Level 1 player PlayerMagicDamage=18 Final MagicDamage=78 Shots to kill equal level esper - 3 Level 5 Player - tier II spells PlayerMagicDamage=90 Final MagicDamage=298 Shots to kill equal level esper - 4 Level 10 Player - tier III spells PlayerMagicDamage=180 Final MagicDamage=360 Shots to kill equal level esper - 4 Level 15 Player - tier IV spells PlayerMagicDamage=270 Final MagicDamage=510 Shots to kill equal level esper - 4 I'm off for a bit too, perhaps for the night. |
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It could be that your new character (if it's a new character) really stinks at magic more. Or something like that. The character's skill at magic may make more of a difference the higher the levels are, I'm not sure. |
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Not an issue anymore. |
Date Modified | Username | Field | Change |
---|---|---|---|
Sep 21, 2011 4:53 pm | tigersfan | New Issue | |
Sep 21, 2011 4:54 pm | tigersfan | Status | new => feedback |
Sep 21, 2011 4:58 pm | Chris_McElligottPark | Note Added: 0013306 | |
Sep 21, 2011 5:03 pm | tigersfan | Note Added: 0013307 | |
Sep 21, 2011 5:03 pm | tigersfan | Status | feedback => new |
Sep 21, 2011 5:05 pm | Chris_McElligottPark | Note Added: 0013308 | |
Sep 21, 2011 5:07 pm | tigersfan | Note Added: 0013309 | |
Sep 21, 2011 5:08 pm | tigersfan | Internal Weight | Discussion Only => Polish Tweak |
Sep 21, 2011 5:08 pm | tigersfan | Assigned To | => Chris_McElligottPark |
Sep 21, 2011 5:08 pm | tigersfan | Status | new => assigned |
Sep 21, 2011 5:20 pm | Chris_McElligottPark | Note Added: 0013310 | |
Sep 21, 2011 5:48 pm | tigersfan | Note Added: 0013311 | |
Sep 21, 2011 5:49 pm | tigersfan | Note Edited: 0013311 | |
Sep 21, 2011 5:49 pm | tigersfan | Note Edited: 0013311 | |
Sep 21, 2011 6:20 pm | Chris_McElligottPark | Note Added: 0013312 | |
Sep 22, 2011 7:28 pm | Chris_McElligottPark | Internal Weight | Polish Tweak => Discussion Only |
Jan 25, 2012 12:50 pm | tigersfan | Note Added: 0018105 | |
Jan 25, 2012 12:50 pm | tigersfan | Status | assigned => resolved |
Jan 25, 2012 12:50 pm | tigersfan | Resolution | open => fixed |
Apr 14, 2014 9:30 am | Chris_McElligottPark | Category | Suggestion - Gameplay => Gameplay Idea |