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Envisioning the future of zOMG! 

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Red Kutai
Captain

Benevolent Codger

PostPosted: Sun Apr 03, 2011 3:24 pm



This has come up a few times in the forums (normally for Weight); it came to my attention some time ago, when trying to emulate a Perfect World International skill by the name of Armageddon. Armageddon works by draining half of the users HP (and MP, but the Barbarians that use it care much more about the former), and dealing a certain amount of damage based on the amount drained. For characters really dedicated to HP growth, it's one of the most powerful attacks in the game.

Health is probably the easiest one to emulate, in zOMG! - whether we'd want it to actually drain Health (like Armageddon) or simply deal damage based on current Health, it's pretty straightforward. For that matter, I'd probably through a small passive Health boost on it, just so that the ring also scales with its own CL, and not just the user's (but, then, I like throwing Passive effects onto active rings).

Other possibilities:

  • Weight: Probably the easiest one to conceptualise. Since Weight itself doesn't scale with level, you'd simply have the ring scale how much it multiplies your Weight by for damage. Passive Weight bonus is possible, but unnecessary.
  • Footspeed: Again, pretty easy to conceptualise. And, like Weight, Footspeed doesn't scale.
  • Willpower: Some sort of mental/psychic attack? eek It would have all the scaling troubles that Health would (which means it would probably have a small passive Willpower boost), and would probably be generally weaker than that one (since there's no discrepancy between current and maximum Willpower to factor in sweatdrop ).
  • Dodge/Accuracy: Not sure how these would work, myself, but I'd bet someone else could think up something reasonably intuitive. User Image
  • Armor: Armor Spikes, anyone? Perhaps a short-duration buff that deals damage to enemies that attack you based on how much Armor you have? Of course, that would necessitate that at least one Armor bonus exist in the game that doesn't affect your whole crew. sweatdrop
  • Luck: What RPG doesn't have a Luck-based damage attack. Normally we theme it as a Gambling-based attack: throwing dice, roulette, slots. Making the effect a little random (only dealing damage some of the time, for instance) would be a nice touch, too.
  • G'hi: I like the idea of Rings that spend G'hi as a resource, personally. In fact, I recall positing that as the 'special' ability for Summon Rings, though I admit that's probably unlikely. G'hi may make better use of a true Armageddon-style attack - having the ring burn through a percentage of your G'hi to deal damage. Some sort of Spirit Bomb, or something. razz
  • Stamina: Stamina's one of the most boring implementations of the ability. Every ring costs Stamina. Having a ring that expects you to have high Stamina encourages you not to use rings - in short, it encourages you to not actually play the game. Seems to me like an inherently self-defeating design, but if anyone else can think up something good for it, I'd love to see it.


I'm sure I'm forgetting at least a stat or two, but I bet you'll help me fill in what I missed. As always, thoughts and comments are welcomed... wink
PostPosted: Sun Apr 03, 2011 5:29 pm


*snips previous response*
I... like this! blaugh
Specially since we don't really have any attack differentiation. I'd love anything that brought something ike it (monster with armor values, armor piercing or buff removal, elemental attacks... so on...)
A player could definitely practice min/maxing with these just for the purpose of high yield pain dealing. Literally, an incentive NOT to use a "generalist" set (3 attacks, 2 heals, 3 buffs) that is pretty much auto-win in the entire game!
Sets would further increase efficiency of a single ring...

About willpower, I can't stop thinking of a drill rather than a mental attack, since even the devs that made it got the same idea about it (it is the willpower's symbol in ghi boosts). Have you watched Tegen Toppa? That's where the drill comes from. And it would be rather easy to design several ranks of it. Just thinking about drill reminds me of several different types.

Okay, you'll hate me, but what if weight was a Sumo Charge? Like, tackling your foes like Taiko Drums do? Why the hate? It has so much potential to get you stuck...

Speed? First thing come to mind was a sonic spindash. rolleyes Let's be creative, what about a ring that makes you do a flurry of punches? ORA ORA ORA! (google that) Faster players would be able to punch more times in the little amount of time the ring takes effect!

Dodge - Due to the complete lack of ideas, I'll just post two videos that caame to mind x x

Accuracy - BOOM HEADSHOT! - obviously, it has to be something related to marksmanship, or precision. The most over the top, easily recognizable thing would have to be that. We could make it take pictures with a camera on some rage rank as a joke.

Luck - Reminds me of a ring suggestion that could have any random outcome. It could hurt the enemy (and would, for a bit under average amount of damage, most of the time), it could hurt yourself, it could heal the enemy, heal you, grant buffs, remove buffs... And it'd be affected by Luck (so... min/maxing). Still, I'm in agreement. There's SEVERAL RPG's that used darts, dice, roulettes, cards and so on for attacks, so we could have a ring that simply has a huge range of damage, with the top of the range being a notch above even Hack. Who would use rage on such a ring if it never did such an awesome blow occasionally?

Armor - An alternative to revenge-damage: Shield Bashing. An attack that hurts the more protected you are. Since armor is without a doubt, the easiest type of buff to keep up (who DOESN'T leave the house with all buffs anymore?) I'd give it some sort of limitation, and I got just the thing: Make using it degrade you Pool Armor amount, as well as making it more effective the more pool armor you have. This ring would then, with turtle which is arguably useless right now, turn you momentarily into a GOD. High damaging, damage immune player running about the screen... at least for a few seconds, and at the expense of two slots.

Ghi - Probably the one open to more powerful additions really. There's no way to add Ghi to a player, and Ghi is technically, the pure form of any other ring's energy.
I agree with the Spirit Bomb notion. such a thing would need to NOT look like a concept for once, and actually look like a freaking blast of energy. It'd be awesome if when using it, everyone in the crew got a small animation of releasing some energy to the air, to symbolize that they are the source of the power you're using.

Not to mention, this would be "Crew > Solo" Ring edition! So I suggest the opposite as well! A ring that makes you want to stay away from people! When you have 0 ghi, it becomes around on Par with Hack, a bit weaker, but also less expensive stamina wise. You could have one extra hard hitting ring in hand, something that Timmies would love. for every point of Ghi you got, the efficiency takes a complete 180 turn from what Ghi boosts do. At 50 Ghi, the attacks are 50% weaker. At 100 ghi, the attacks become completely null and you can only do 1 damage every time!
The design is also easy to come up with! It'd be a ring that reminds you of Null crystals or something. Anything that is the opposite of Ghi, as well as Dark, characteristic of isolation. Specifically, I thought of the ring Jackie uses on her character design art. Although that implies her cheerfulness would be a facade for anti social behavior...

Suddenlly, this talk on power of friendship and loneliness makes me feel like playing Megaman Starforce.

Stamina - why did we even go there?

DrQuint
Vice Captain

Girl-Crazy Ladykiller


Red Kutai
Captain

Benevolent Codger

PostPosted: Sun Apr 03, 2011 11:57 pm


Quintafeira12
Armor - An alternative to revenge-damage: Shield Bashing. An attack that hurts the more protected you are. Since armor is without a doubt, the easiest type of buff to keep up (who DOESN'T leave the house with all buffs anymore?) I'd give it some sort of limitation, and I got just the thing: Make using it degrade you Pool Armor amount, as well as making it more effective the more pool armor you have. This ring would then, with turtle which is arguably useless right now, turn you momentarily into a GOD. High damaging, damage immune player running about the screen... at least for a few seconds, and at the expense of two slots.

I like this better, actually; it seems like an alternate take on Atrash's old "Sword and Buckler" ring - an attack, with a short-duration defensive buff linked to it. I was toying around with the numbers on this one, to see just how dangerous it could be.

To determine damage, I simply multiplied Armor bonuses (actually, the remainder from them) together, then divided a constant by that number. I gave Shield Bash a 10% Armor buff on its own - whether that would grow with Rage Rank or not, I don't know (though damage certainly will). I chose a constant of 50, because that puts the damage of Shield Bash on its own to ~55 - it may even need to go lower, factoring in the Armor bonus and everything.

Now, the fun stuff: Shield Bash with Rock Armor would deal ~83 damage. Shield Bash with Rock Armor and Pot Lid deals ~100 damage. Rock Armor, Pot Lid, and Improbability Sphere comes to ~116 damage. Add Teflon Spray, ~137 damage. My Density, up to ~155. Pirate Set brings you up to ~172, which is hedging pretty close to Hack on its own. But, then, that's a lot of effort just to get up to less-than-Hack efficiency (especially considering the higher, 5-second, Cooldown). I could probably move the damage numbers up pretty easily, without causing problems; if it weren't for the last bit.

Turtle. As you mentioned, Turtle with this ring is more-or-less godly. Since I'm dividing by the damage remainder, and Turtle grants 100% protection, I knew I'd have to set a limit (since that leaves a remainder of 0 - and dividing by 0 is bad). I tried 99% - which comes out to 5,000 damage. gonk Obviously that won't work. I pushed it down to 90% (as a reference, every other Armor bonus in the game combines to ~72%), which means about 500 damage. At RR1. eek

What that means is that you could theoretically TurtleBomb (silliest name ever) every 3 minutes by using Turtle, then following it immediately by a RR4 Shield Bash - which would presumably hit for around 1,500 damage (the common Rage progression is x, 1.5x, 2x, 3x). Requiring only two rings, and 3 Rage. Does it make Turtle useful? Maybe. Does it encourage people to combo-up? Most definitely. And that's what I was really going for. 3nodding

Note: As scary as that 1,500 number looks, remember that it's only once every 3 minutes. That, on its own, comes to a Damage-per-Second of around 8.3, which isn't all-that significant. And given the ring's generally poor damage the rest of the time, I don't see it as a huge threat. Debatable, though, I suppose... sweatdrop
PostPosted: Mon Apr 04, 2011 5:10 pm


Red, I'd like to see your formula for that one, if you don't mind. Perhaps there's a way to clean it up so Turtle's 100% Armor doesn't invoke a "limiter" function.

Also, in my experience, the rage progression seems to follow closer to 1x, 1.4x, 1.7x, 2x. (Approximately the square roots of 1~4)

~~~~~

On the matter of Ghi-fuled attacks:

What system would be used when the player has insufficient Ghi to use the attack? I see a few options.
- The ring grays out and can't be used
- The ring can be attempted, but fails to execute the attack. An option if different RRs take more Ghi, and you overcharge what you have left.
- The surplus energy is drained from your HP/Sta. If the ring takes 50 Ghi and you only have 10, you lose 40% of your HP/Sta to make up the difference.

Thard_Verad
Crew

Dangerous Genius


Red Kutai
Captain

Benevolent Codger

PostPosted: Mon Apr 04, 2011 7:58 pm


Thard_Verad
Red, I'd like to see your formula for that one, if you don't mind. Perhaps there's a way to clean it up so Turtle's 100% Armor doesn't invoke a "limiter" function.

Also, in my experience, the rage progression seems to follow closer to 1x, 1.4x, 1.7x, 2x. (Approximately the square roots of 1~4)

~~~~~

On the matter of Ghi-fuled attacks:

What system would be used when the player has insufficient Ghi to use the attack? I see a few options.
- The ring grays out and can't be used
- The ring can be attempted, but fails to execute the attack. An option if different RRs take more Ghi, and you overcharge what you have left.
- The surplus energy is drained from your HP/Sta. If the ring takes 50 Ghi and you only have 10, you lose 40% of your HP/Sta to make up the difference.

Firstly, there's most definitely a formula that wouldn't require a limiter - it's simply not the one I started with. As I said, I was dividing by the combined remainder of all of the user's Armor effects; that is, I was dividing by the percentage of damage the player actually takes, at the moment. Turtle always makes that value 0, so it naturally causes problems - it's an easy enough solution to simply find an alternative method.

You know, I've been abiding by my Rage progression for some time, now - and I honestly can't remember what I had it based on. Most likely Hack, but even then it's not all that accurate. For reference, I went ahead and averaged out all the current attack ring rage values, and got this:

x, 1.35x, 1.62x, 2.15x

Obviously you were much closer. I'm not sure if they're actually intended to be based on squares of the numbers there, but that does make some sense - of course, if that was the case, there seem to be a disproportionately large number of Rings ranking above (at RR4, namely) and below (especially at RR3) what you'd expect. Worth keeping in mind, though - it's a much better reference than what I was using. sweatdrop

As for the G'hi-fueled attack, I'd probably simply have it drain some amount (let's say half) of the user's G'hi, and deal damage based on the amount drained. That way you don't necessarily have to worry about minimums - you simply gain a lesser effect from it. You'd balance the ring to be slightly advantageous when used at 100 G'hi (that is, draining 50), and it would naturally scale down when used at lower numbers. This effectively increases the 'cooldown' for the advantageous effect (since you have to wait for your G'hi to refill), but still allows less effective uses in-between. You still wouldn't want to overuse it, though, as each less-effective use further increases the 'cooldown'. But that was just my original take on it; it's certainly worth exploring other methods... 3nodding
PostPosted: Mon Apr 04, 2011 9:16 pm


For the "shield bash" ring, as with every attack ring, CL must be a factor in the equation. Would something as simple as CLxReduction% be effective? ... no... perhaps not. Within expected crewing habits, you're already looking at around 60% armor. That'd create hits up to 600 damage if the simple formula were employed. (Definitely not balanced)

But you can see where I'm coming from with this. The ring needs to scale up with CL. As an alternative... what about some fixed maximum, with the actual damage proportionate to the player's armor? If you're only using the Pirate Set, that's 10%. If this ring adds its own short-term 10%, that bumps up to 19% of the maximum.

~~~

DoT must be excluded from the Rage progression. It's 1x, 1.5x, 1.5x, 2x for Hot Foot and Fire Rain. Hack is 1x, 1x, 1x, 1.5x. Not sure about Shark.

Bandage ... that one goes 1x, 1.2x, 1.6x, 2x.

~~~

Ah, I was basing my Ghi Attack off of a fixed drain, which may scale with increased Rage. A ring which only requires a percentage could work as well. Depending on cooldown and damage output, even a cost as low as 5% Ghi could be useful.

Thard_Verad
Crew

Dangerous Genius


Red Kutai
Captain

Benevolent Codger

PostPosted: Mon Apr 04, 2011 10:56 pm


Thard_Verad
For the "shield bash" ring, as with every attack ring, CL must be a factor in the equation. Would something as simple as CLxReduction% be effective? ... no... perhaps not. Within expected crewing habits, you're already looking at around 60% armor. That'd create hits up to 600 damage if the simple formula were employed. (Definitely not balanced)

But you can see where I'm coming from with this. The ring needs to scale up with CL. As an alternative... what about some fixed maximum, with the actual damage proportionate to the player's armor? If you're only using the Pirate Set, that's 10%. If this ring adds its own short-term 10%, that bumps up to 19% of the maximum.

~~~

DoT must be excluded from the Rage progression. It's 1x, 1.5x, 1.5x, 2x for Hot Foot and Fire Rain. Hack is 1x, 1x, 1x, 1.5x. Not sure about Shark.

Bandage ... that one goes 1x, 1.2x, 1.6x, 2x.

~~~

Ah, I was basing my Ghi Attack off of a fixed drain, which may scale with increased Rage. A ring which only requires a percentage could work as well. Depending on cooldown and damage output, even a cost as low as 5% Ghi could be useful.

I didn't actually forget to scale to CL (believe me, I'm the last person you can expect to forget that - I have a personal vendetta against all currently non-scaling rings), but I didn't mention it explicitly. The 50 base damage from the original formula was actually [5 x CL] base damage - since our Ring guides only list CL 10.0 stats, I've gotten into the habit of doing so, myself.

There are a couple alternatives to my first formula, though - I admit it's a little... Unappealing. Applying an extra coefficient to your [CL x Reduction%] would make it workable, and is actually more-or-less identical to your final suggestion (assuming the maximum scales with CL, it would also be [CL x Coefficient]). Either way we come to a final formula of [CL x Base Damage x Total Armor]. This version is a lot safer, since Turtle only makes it hit for a predictable maximum, which is generally about 50% stronger than a normal hit.

If you really want to encourage stacking Armor bonuses, you could always apply them linearly instead - simply add up the value of each Armor bonus you have to determine your basic effectiveness. Shield Bash would have a base of 10. Shield Bash plus Turtle would be 110. Every available Armor bonus (excluding Turtle) plus Shield Bash would come to 111. Turtle on top of those comes to a whopping 211. We'd have to write up a clever formula to make those numbers relevant (since we probably can't have a properly equipped Shield Bash user dealing 10x their normal damage - or over 20x, with Turtle), but that's not too hard - I like scaling functions. sweatdrop

----

I admit that I did include it, but why does it need to be excluded? Is that not part of the total damage dealt?

According to the Rings Guide, Hack's DoT is 40, 60, 80, and 150, respectively; and I was under the impression that Hot Foot and Fire Rain didn't scale damage from RR2 to RR3 because of increased AoE, not anything to do with DoT. I don't really feel like the data would be more accurate if we ignored DoT, because that's a relevant part of the effect - it accounts for nearly a third of Hack's total damage at RR4, compared to less than a quarter at RR1. Discounting it completely seems to me to make the data less accurate, rather than more.

----

The G'hi Attack's base damage could still scale with Rage Rank pretty easily, I'd think - and if you wanted to scale percentage of G'hi drained, that might work too. G'hi is one of the most undervalued resources in the game right now - I imagine there are quite a few interesting things that could be done with it.

---

Alright, just to spur the disucssion: what about the inverse? To use my previously gunned-down example: a mental/psychic attack that ignores Armor... But deals less damage to enemies with high Willpower. Naturally, that would require that enemies have Armor (or that enemies are using it against us), but it introduces a new sort of avenue for attacks. It doesn't work nearly as well with already defensive stats (Armor, Health, and Dodge, namely - since they either directly or indirectly decrease the damage, already), and the majority of these will fit better on enemies, for now - but at least it's out there...
PostPosted: Tue Apr 05, 2011 12:30 am


Uh... how about

Sum of armor percentages * CL
----------------------------------------
Square root of the number of armor buffs




~~~

I excluded the DoT effects because their damage is absolutely fixed. To see how direct, single-hit attacks scale with rage, we have to focus on those effects. But... this is more a task for the z!Research guild. Maybe I'll go dust off the place and see if anyone wants to compute this for us.

~~~

Give me enemies with armor! I'm all for attacks and abilities that relate thereto. Weaken it, break it, pierce it, whatever -- It's a combat mechanic that we all know is entirely one-sided. And if you want attacks that increase damage based on relative Will, that's fine with me too. It makes Iron Will a more attractive choice for soloists. (Just don't try Will-based attacks on Landy. He's got 120 Willpower x CL)

Thard_Verad
Crew

Dangerous Genius


Red Kutai
Captain

Benevolent Codger

PostPosted: Tue Apr 05, 2011 1:44 pm


Thard_Verad
Uh... how about

Sum of armor percentages * CL
----------------------------------------
Square root of the number of armor buffs

Er... With Rock Armor, Pot Lid, Improbablity Sphere, and Teflon Spray (I chose 4 because it makes for an easy radical) that comes to 385 damage. Still seems awful high. For reference, that function 'simplifies' out to:

([Average of Armor Bonuses] x CL x [Square root of the number of Armor buffs])

Which is probably more multiplication than we really need. One question we ought to clarify - how effective do we want this to be? It is an attack that grants a 10% Armor buff more-or-less constantly (the buff duration is at least equal to the cooldown), so the damage can't really be comparable to a simple attack at reasonable levels. Should it be comparable with all common Armor buffs up? With all possible Armor buffs up? How effective should Turtle be to this Ring?

EDIT: Alright, I just realised: Rock Armor alone causes your function to hit 340. gonk Unless you're having the percentages remain percentages, in which case it comes to... 3.4. gonk -again.

Quote:
I excluded the DoT effects because their damage is absolutely fixed. To see how direct, single-hit attacks scale with rage, we have to focus on those effects. But... this is more a task for the z!Research guild. Maybe I'll go dust off the place and see if anyone wants to compute this for us.

Well, we're using average damage anyway, no? DoT being set-amount just means it's damage that always hits for its average damage. Predictability rarely makes for bad data. razz

Quote:
Give me enemies with armor! I'm all for attacks and abilities that relate thereto. Weaken it, break it, pierce it, whatever -- It's a combat mechanic that we all know is entirely one-sided. And if you want attacks that increase damage based on relative Will, that's fine with me too. It makes Iron Will a more attractive choice for soloists. (Just don't try Will-based attacks on Landy. He's got 120 Willpower x CL)

You think that's scary? Just wait until he has 90% Armor... 3nodding
PostPosted: Tue Apr 05, 2011 1:57 pm



Well, that's not quite fair. I forgot to factor in Shield Bash's own Armor bonus, which would actually... Push the damage... Down, a little bit. neutral

With just Rock Armor, it comes closer to ~310. Adding on Pot Lid brings it up to ~340. Improbability Sphere brings it up to 370.

We should probably avoid dividing by the number of Armor bonuses active, as that leads to an averaging system - and averages actually punish small bonuses, like what Shield Bash grants...

Red Kutai
Captain

Benevolent Codger


Thard_Verad
Crew

Dangerous Genius

PostPosted: Tue Apr 05, 2011 1:59 pm


Thanks for the simplified formula, Red.

Don't forget though, that the ring itself adds its own armor. Used independently, this is a 100 damage attack. Combined with Rock, that becomes ... 308... Still high. Okay, so further tweaks are needed.

What if it becomes a shield-break ring? The weakest non-innate armor buff besides the ring's own boost is removed after damage is dealt. My Density would be at the top of the list, followed by the standard Persistents. This way, you could go with an overpowered attack, since it carries its own penalty for overuse.


~~~

As I said, we have the data for DoT. It's the other half of the spectrum that needs quantifying. Basically, to see if the same scale applies to Guns as it does to Hack's initial hit, when rage is used to attack. In short, to see if sqrt(RR) is a multiplier in the existing damage formula.

~~~

Landy doesn't NEED armor. He's so awesome he can fight in the buff *ahem*
PostPosted: Tue Apr 05, 2011 2:34 pm


Thard_Verad
Thanks for the simplified formula, Red.

Don't forget though, that the ring itself adds its own armor. Used independently, this is a 100 damage attack. Combined with Rock, that becomes ... 308... Still high. Okay, so further tweaks are needed.

What if it becomes a shield-break ring? The weakest non-innate armor buff besides the ring's own boost is removed after damage is dealt. My Density would be at the top of the list, followed by the standard Persistents. This way, you could go with an overpowered attack, since it carries its own penalty for overuse.

Maths was my first love. sweatdrop

Still, it seems awfully backward that the bonus the ring itself grants is pulling the damage down, rather than up. Armor-breaking is a possibility - Quint already suggested having the ring wear at Armor Pool. Indeed, that fits in a bit more with my D&D sensibilities, as a Shield Bash generally leaves you more open to attack. Of course, converting active buffs into damage (it becomes most intuitive to have the damage dealt based on the removed buff, in this instance) is a little different from what we were getting at, originally. That doesn't stop it from being the best way to implement a Shield Bash, of course. razz

I started trying to solve something out, but it wound up simplifying itself down pretty quick: I got left with addition. sweatdrop

[Sum of Armor Percentages] + 30

Well, that's simple. It starts as a base 40-damage attack. Pretty weak, but at that level you'd be using it as a more aggressive alternative to normal Armor. With Rock Armor, it jumps up to 74 damage. With Turtle, it'd be 140; with turtle on top of other armor bonuses, it hits 241. Personally, I wanted Turtle with this to be a little more impressive, but maybe that's just me. I love combos, personally, so using a 100% Armor ring to set up massive Armor-based damage sounds particularly appealing. Regardless, this would be the simplest implementation, I think, though not necessarily the best, or even the most intuitive. We may even be able to push the base damage a little higher, if I'm overestimating the value of the Armor - it's open for tweaks.

I'm probably going to go back and look at the first formula I made one more time - I really liked how that one interacted with Turtle. I think I may have a way to make it more workable, but we'll see.

Red Kutai
Captain

Benevolent Codger


Red Kutai
Captain

Benevolent Codger

PostPosted: Tue Apr 05, 2011 3:15 pm


Red Kutai

Now, the fun stuff: Shield Bash with Rock Armor would deal ~83 damage. Shield Bash with Rock Armor and Pot Lid deals ~100 damage. Rock Armor, Pot Lid, and Improbability Sphere comes to ~116 damage. Add Teflon Spray, ~137 damage. My Density, up to ~155. Pirate Set brings you up to ~172, which is hedging pretty close to Hack on its own. But, then, that's a lot of effort just to get up to less-than-Hack efficiency (especially considering the higher, 5-second, Cooldown). I could probably move the damage numbers up pretty easily, without causing problems; if it weren't for the last bit.

Alright, so re-working the formula I had been using a bit (without changing the constant, yet) I got this:

Shield Bash: 55; add Rock Armor, ~79; add Pot Lid, ~92; add Improbability Sphere, ~106; add Teflon Spray, ~123; plus My Density, ~138; Pirate Set, ~152. But those were all reasonable enough the first way, too.

Turtle, alone: 605. What worries me more is Turtle, on top of everything else: 1678. eek The change I made keeps Turtle from hitting 0, so I removed the limiter part of the function. Unfortunately, that means that Turtle's very high multiplier actually gets a chance to interact with everything else. Reducing Turtle's effectiveness in this instance would also reduce the effectiveness of everything else, too.

Note: Judging by the more accurate Rage progression, this function would put the potential for Turtle-bombing somewhere in the region of 3500 damage, every 3 minutes. That's still less than 20 damage-per-second on its own, but throwing that on top of Shield Bash's normal DpS (which depends on its cooldown - at 5 seconds, it would be over 30; at 6 seconds, a little over 25. Either way, it comes out on top of Hack/Mantis, but the cost is admittedly higher). Also of note: Turtle-bombing using just Turtle wouldn't be nearly as dangerous - maxing out around 1300 damage. I'll let you all decide just how scary all of this is, though - I've been looking at it long enough that they all just seem like numbers, anymore... sweatdrop
PostPosted: Tue Apr 05, 2011 3:18 pm


So... your formula was... (5 * CL) / (100 - reduc)% ... wasn't it?

How about (8 * CL) / (120 - reduc)% instead?

With this ring alone, it works out to 73 damage. With Turtle, 400 damage.

Thard_Verad
Crew

Dangerous Genius

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