From: David P. <dp...@mi...> - 2011-10-09 17:58:48
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On Sun, 9 Oct 2011, Mike wrote: > If your goal is to just reduce disparity, any formula will work. > > However, if your goal is to reduce confusion, you should use the "f(x) > = x" formula. Players are often surprised by the fact that damage > bonuses are actually 1d(to_dam) and not just +to_dam. This formula is > the clearest to understand, the most intutitive, and therefore the > least confusing. I think it is always good to have a combat system > that is intuitive. Most sentences here sound good to me, but I disagree a bit with the sum of them. The disparity is the most confusing part, in my experience. Whether to_dam is added to damage or not is a quantitative matter, whereas slaying working differently than to_dam is qualitative. I am not sure if players should/do bother with numbers -- they don't know monster hit points either, for example. What I dislike about f(x) = x is the pure non-randomness. By the way, I am not sure that a change with this formula even constitutes a nerf. The idea of guaranteed damage seems very odd to me, this is why I proposed f(x) = d(2,x)/2 for same expected value, but reduced variance. > This will also make the slaying nerf less extreme. >From how I interpret game reports, slaying seems too strong. Already early on, when the skill factor does not fully kick in yet. > Another thing to note is that if slaying is changed, it should no > longer be an expensive ring (it is very expensive now). This was listed in the first mail. David |