[Balance] Damage Scaling

I was recently playing Epic rpg, which if you are not familiar handles damage scaling in an elegant way.  In the case of Spells for instance, everything is calculated with your bonuses stacked onto a roll of 2d10.  This is called the "Decision Roll" which determines your PDL (per difficulty level).  If a spell does 1d10 damage PDL, and I roll a 12 + 4 = 16, this puts my damage at DL3, or in this case, 3d10.  DL1 is 5 or better on the decision roll, DL2 is 10 or better, etc.

I'm not saying demigod should necessarily adopt such a system, but in Epic's case, it helps combat to remain fast and deadly even at high levels.

46,656 views 12 replies
Reply #1 Top

Something needs to be done to help scaling at higher levels.  I feel in particular that regulus has too little damage in late levels if you play him as a pure sniper.  I would prefer a more transparent system that is easy to understand than a dice roll system though.

Reply #2 Top

Naturally any "dice" system would translate into percentage chances in a game like demigod.  Those are easy enough to understand.  I was simply noting Epic rpg as an example of how damage might be handled.

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Reply #3 Top

I think it should be damage u do on a normal attack + damage it does + extra damages for whatever level your on.

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Reply #4 Top

Quoting Soccer194, reply 3
I think it should be damage u do on a normal attack + damage it does + extra damages for whatever level your on.

 

Another great idea Soccer, this is what I have also been thinking of.

Reply #5 Top

I think it should be damage u do on a normal attack + damage it does + extra damages for whatever level your on.

 

of course the target's armor would be a minus to this damage.

Reply #6 Top

very true. Guys what exactly does armor do, I mean I no it blocks damage but how do they calculate the amount it blocks, sry if this is off topic.

Reply #7 Top

I wondered the same thing. I figured I would eventually figure it via the forums or game play...

Reply #8 Top

I think it's % mitigation.  Where's DK when you need him?

Reply #9 Top

I've never read what armor or dodge actually do in DG combat. I'm guessing that armor gives a percent dmg reduction, and dodge gives a percent chance to have an attack miss completely. Although I still don't know for sure, so take it with a grain of salt.

Reply #10 Top

Explanation of armor:

[ 2500 / (2500 + armor) ] * 100 = % damage that you take from normal (non-spell attacks).  So if you have 2500 armor, you take 50% damage; if you have 5000 armor you take only 33%, etc.

I think dodge is just a % chance of dodging attacks (I don't know if spells are included).

Reply #11 Top

Thanks Gnat3

So do spells bypass armor?

Reply #12 Top

As far as I know, yes.  And that makes sense, since whenever I use Regulus's snipe, it always displays the damage in big text and it is always the whole amount.