PVP Dodge/Hitrate/Damage/HP
Posted: Mon Jan 16, 2017 8:56 am
Interested in what people feel about it so far.
Some people have stated to me that alot of people have migrated to strength/endurance over AGI because they feel like AGI doesn't perform enough. I'm wondering how valid this is and what the solution can be if it exists.
Two people with the same AGI will have 40% hit rate, so that is the base. Right now 19 agi vs 24 agi would be a 5 AGI difference, or 10%. So this means in this scenario 19 agi would hit 30% of the time, and the 24 agi player would hit 50% of the time. (40% is PVP base.). So the difference out of 100 hits would be 30/100 hits with 19 AGI, or and 50/100 hits with 24 agi.
Is the above enough? Should it impact more? Maybe 3% instead of 2%? That would mean that it would be a 15% difference. So in the above scenario it would now be 25% hit rate vs 55% hit rate. Maybe that would be better.
Remember the above does not have any class bonuses added. Typically for most classes you can add or remove an AGI point, or 2% more dodge or hit rate. (monks dodge for example).
However, I also wonder if AGI is truly the problem now. Perhaps the damage multiplier is too high as a whole. Maybe the damage multiplier is too high. Maybe the per END point is too high, etc. AKA instead of a ling having lets say, 180 damage and a saurian having 230 damage, it would be better off at lets say 15% less, so 153 damage and 195 damage. Not sure if this is the real case solution though yet too but it would help average out the damage more, obviously because higher damage races would get more of a percentage off then lower races.
Maybe it's simply that the HP variance is too high, so that high HP classes have far too much HP so those extra hits in the end are the same as having less AGI. For example:
-I have 24 AGI and 800 HP. I get hit with 4x200 damage. So 800 damage. I'd die.
-I have 19 AGI and 1200 HP. I get hit with 6x200 damage. So 1200 damage. I'd die.
Both could be considered the same, because the AGI vs HP gain. However it might be seen right now something like this
-I have 24 AGI and 800 HP. I get hit with 4x200 damage. So 800 damage. I'd die.
-I have 19 AGI and 1200 HP. I get hit with 5x200 damage. So 1000 damage. I'd not die.
Meaning the HP gain is more useful in this scenario, which could be the case currently.
Maybe all races require the same kind of bonuses that lings might give to give them an edge, aka the stamina wait timer being quicker. I don't think this is a good idea though, probably far harder to balance anyways.
Need input though. Ideas, suggestions, etc. Balancing is tough work, and I WANT to ensure that high end/low agi/high str chars are useful, low str/high agi/low end chars are useful, etc.
Some people have stated to me that alot of people have migrated to strength/endurance over AGI because they feel like AGI doesn't perform enough. I'm wondering how valid this is and what the solution can be if it exists.
Two people with the same AGI will have 40% hit rate, so that is the base. Right now 19 agi vs 24 agi would be a 5 AGI difference, or 10%. So this means in this scenario 19 agi would hit 30% of the time, and the 24 agi player would hit 50% of the time. (40% is PVP base.). So the difference out of 100 hits would be 30/100 hits with 19 AGI, or and 50/100 hits with 24 agi.
Is the above enough? Should it impact more? Maybe 3% instead of 2%? That would mean that it would be a 15% difference. So in the above scenario it would now be 25% hit rate vs 55% hit rate. Maybe that would be better.
Remember the above does not have any class bonuses added. Typically for most classes you can add or remove an AGI point, or 2% more dodge or hit rate. (monks dodge for example).
However, I also wonder if AGI is truly the problem now. Perhaps the damage multiplier is too high as a whole. Maybe the damage multiplier is too high. Maybe the per END point is too high, etc. AKA instead of a ling having lets say, 180 damage and a saurian having 230 damage, it would be better off at lets say 15% less, so 153 damage and 195 damage. Not sure if this is the real case solution though yet too but it would help average out the damage more, obviously because higher damage races would get more of a percentage off then lower races.
Maybe it's simply that the HP variance is too high, so that high HP classes have far too much HP so those extra hits in the end are the same as having less AGI. For example:
-I have 24 AGI and 800 HP. I get hit with 4x200 damage. So 800 damage. I'd die.
-I have 19 AGI and 1200 HP. I get hit with 6x200 damage. So 1200 damage. I'd die.
Both could be considered the same, because the AGI vs HP gain. However it might be seen right now something like this
-I have 24 AGI and 800 HP. I get hit with 4x200 damage. So 800 damage. I'd die.
-I have 19 AGI and 1200 HP. I get hit with 5x200 damage. So 1000 damage. I'd not die.
Meaning the HP gain is more useful in this scenario, which could be the case currently.
Maybe all races require the same kind of bonuses that lings might give to give them an edge, aka the stamina wait timer being quicker. I don't think this is a good idea though, probably far harder to balance anyways.
Need input though. Ideas, suggestions, etc. Balancing is tough work, and I WANT to ensure that high end/low agi/high str chars are useful, low str/high agi/low end chars are useful, etc.