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ScherBR
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Opinion on Damage Calculations and Skills Balance

Tue Nov 01, 2016 12:40 pm

I really think that that some things could change in the defense and damage calculations formulae’s:
 
1: All Skills being MAG damage, this simply is not working too well. If the damage was ATK (physical) I think that the nerf would not even be necessary, as many would be able to build some good rangers to take down mystics, but since Lulu's event i noticed tha using a skill with a ranger is only worth because of the added utility, like status infliction. A regular attack from a ranger almost always will do more damage to any enemy in the game, it's just broken. We charge the skill for 4-6 turns and do MAG type of damage to a mystic that, of course will have a very high MAG status...
 
Before someone say that we need MAG Def, not, we don't need this, as I think that having only one MAG status was perfect for the game, simply because of the faith and skill system. We only take MAG damage in between 3-5 turns depending on the enemy, so an MAG def status would only complicate things even more.
 
2: The MAG status of all heroes and valiant. Yeah, some did had numbers so low that it was the cause to them dying with only one hit. A guardian should have a high MAG status, as a tank needs to take mag damage, as it's the only class in the game capable of tanking.



3: Damage calculation on multi physical attacks. You use the attack of a Mystic that have a plus area (+) being only the central of the plus (+) 100% damage, and the other areas doing 30% damage, only that is not doing that, as the damage penalty of 70% is being added at the beginning of the formula, so, the central enemy takes 1000 points of damage, while the others are takin less than 100 points. Why? I should be 300!



4: All skills of a class being based on a single status: Why is that? We take two routes in the class system, and when they diverge in the 4* path the skills continues to be based on the same status, if by example we had between the 4 possible end jobs two different Status based Skills, that would lessen the frustration in getting a hero with the wrong aura. Making by Example the Chaos Knight (job have high native ATK status) have a skill based on Attack, and Paladin based on DEF (job have high native DEF status). We can go further and split some jobs in the Hunter class that will do magical damage and physical damage, so we can use as we see fit against the circumstances and the enemy.



I know it may seem like a rant but it's not, this game is awesome even the way it is right now, but I know it can definitely get even better.
 
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tackey
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Re: Opinion on Damage Calculations and Skills Balance

Tue Nov 01, 2016 1:16 pm

1) Indeed addition to another status will only complicate things. And i've study ranger for quite some time, so the following suggestion is only for ranger.
Summary: Ranger have deadly single target capability, due to all skills = magic damage sometimes she became abit inefficient. But at the same time ranger should not have the capability to 1~2 shot any none tanky heros e.g. "shadow, mystic, healer" with a single crit on normal attack.

Suggestion: slightly lower ranger base damage at the same time increase their survivalbility, change their skill damage to true damage with slightly lower damage multiplier so that they stay deadly to both tanky and magic class.

2) This topic should have been cleared, now mystic class except for elementalist does good damage after the change of defense mechanism.
Suggestion: balance all same tier active skill damage multiplier.
e.g. all 5* mystic should have same damage multiplier, so the only difference about them is the skill utility.

3) I think this should stay, because damage are suppose to calculate according to each and every hero defense and not the main target defense instead of true damage across the board . if not it could be abused easily.
Example: people will purposely hit the lower defense target to do more damage.

4) I'm not sure what you mean. perhaps you're talking about changes in ranger skill. e.g. some ranger class with atk based magic damage active skill and some ranger class with physical damage active skill.
Suggestion: back to first topic, change ranger skill to true damage so they're deadly to both tanky and magic target.
 
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ScherBR
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Re: Opinion on Damage Calculations and Skills Balance

Tue Nov 01, 2016 1:36 pm

1) Indeed addition to another status will only complicate things. And i've study ranger for quite some time, so the following suggestion is only for ranger.
Summary: Ranger have deadly single target capability, due to all skills = magic damage sometimes she became abit inefficient. But at the same time ranger should not have the capability to 1~2 shot any none tanky heros e.g. "shadow, mystic, healer" with a single crit on normal attack.

Suggestion: slightly lower ranger base damage at the same time increase their survivalbility, change their skill damage to true damage with slightly lower damage multiplier so that they stay deadly to both tanky and magic class.

2) This topic should have been cleared, now mystic class except for elementalist does good damage after the change of defense mechanism.
Suggestion: balance all same tier active skill damage multiplier.
e.g. all 5* mystic should have same damage multiplier, so the only difference about them is the skill utility.

3) I think this should stay, because damage are suppose to calculate according to each and every hero defense and not the main target defense instead of true damage across the board . if not it could be abused easily.
Example: people will purposely hit the lower defense target to do more damage.

4) I'm not sure what you mean. perhaps you're talking about changes in ranger skill. e.g. some ranger class with atk based magic damage active skill and some ranger class with physical damage active skill.
Suggestion: back to first topic, change ranger skill to true damage so they're deadly to both tanky and magic target.
About 3) I've tested this on capitol where the enemies are the same and with the same defense, so I’m not complaining about hitting different enemies, if you hit those enemies you can see that the damage calculates separately and the penalty is in the beginning of the formula so you will always do less than than descripted,
 
About 4) Yeah, your description is correct, we could have this in other classes as well, it would open up new options to build, right now most heroes only have one perfect faith, that is the faith that boost the status his/her skill is based of
 
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tackey
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Re: Opinion on Damage Calculations and Skills Balance

Tue Nov 01, 2016 1:44 pm

1) Indeed addition to another status will only complicate things. And i've study ranger for quite some time, so the following suggestion is only for ranger.
Summary: Ranger have deadly single target capability, due to all skills = magic damage sometimes she became abit inefficient. But at the same time ranger should not have the capability to 1~2 shot any none tanky heros e.g. "shadow, mystic, healer" with a single crit on normal attack.

Suggestion: slightly lower ranger base damage at the same time increase their survivalbility, change their skill damage to true damage with slightly lower damage multiplier so that they stay deadly to both tanky and magic class.

2) This topic should have been cleared, now mystic class except for elementalist does good damage after the change of defense mechanism.
Suggestion: balance all same tier active skill damage multiplier.
e.g. all 5* mystic should have same damage multiplier, so the only difference about them is the skill utility.

3) I think this should stay, because damage are suppose to calculate according to each and every hero defense and not the main target defense instead of true damage across the board . if not it could be abused easily.
Example: people will purposely hit the lower defense target to do more damage.

4) I'm not sure what you mean. perhaps you're talking about changes in ranger skill. e.g. some ranger class with atk based magic damage active skill and some ranger class with physical damage active skill.
Suggestion: back to first topic, change ranger skill to true damage so they're deadly to both tanky and magic target.
About 3) I've tested this on capitol where the enemies are the same and with the same defense, so I’m not complaining about hitting different enemies, if you hit those enemies you can see that the damage calculates separately and the penalty is in the beginning of the formula so you will always do less than than descripted,
 
About 4) Yeah, your description is correct, we could have this in other classes as well, it would open up new options to build, right now most heroes only have one perfect faith, that is the faith that boost the status his/her skill is based of
3) i get what you mean now, because current calculation is separated.
Example: main target 1000 damage, splash damage 30% of main damage = 300 but somehow that 300 damage have to be reduced again according to opponent defense which somehow does even lower damage. however i don't have a solution for this, i'll post it again later.
 
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ScherBR
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Re: Opinion on Damage Calculations and Skills Balance

Tue Nov 01, 2016 2:02 pm

1) Indeed addition to another status will only complicate things. And i've study ranger for quite some time, so the following suggestion is only for ranger.
Summary: Ranger have deadly single target capability, due to all skills = magic damage sometimes she became abit inefficient. But at the same time ranger should not have the capability to 1~2 shot any none tanky heros e.g. "shadow, mystic, healer" with a single crit on normal attack.

Suggestion: slightly lower ranger base damage at the same time increase their survivalbility, change their skill damage to true damage with slightly lower damage multiplier so that they stay deadly to both tanky and magic class.

2) This topic should have been cleared, now mystic class except for elementalist does good damage after the change of defense mechanism.
Suggestion: balance all same tier active skill damage multiplier.
e.g. all 5* mystic should have same damage multiplier, so the only difference about them is the skill utility.

3) I think this should stay, because damage are suppose to calculate according to each and every hero defense and not the main target defense instead of true damage across the board . if not it could be abused easily.
Example: people will purposely hit the lower defense target to do more damage.

4) I'm not sure what you mean. perhaps you're talking about changes in ranger skill. e.g. some ranger class with atk based magic damage active skill and some ranger class with physical damage active skill.
Suggestion: back to first topic, change ranger skill to true damage so they're deadly to both tanky and magic target.
About 3) I've tested this on capitol where the enemies are the same and with the same defense, so I’m not complaining about hitting different enemies, if you hit those enemies you can see that the damage calculates separately and the penalty is in the beginning of the formula so you will always do less than than descripted,
 
About 4) Yeah, your description is correct, we could have this in other classes as well, it would open up new options to build, right now most heroes only have one perfect faith, that is the faith that boost the status his/her skill is based of
3) i get what you mean now, because current calculation is separated.
Example: main target 1000 damage, splash damage 30% of main damage = 300 but somehow that 300 damage have to be reduced again according to opponent defense which somehow does even lower damage. however i don't have a solution for this, i'll post it again later.
Without taking critical and variable damage in consideration, right now let’s suppose the calculation is something like this: 


Hero Status ATK = 5000, Enemy Defense Status = 1000.

When you attack, it will happen something like this:

Hero ATK * ATK% (100) - Enemy DEF  = 4000 DAMAGE  (central damage of Splash type Attack)
Hero ATK * ATK% (30) - Enemy DEF  = 500 DAMAGE  (adjacent damage of Splash type Attack)


It should not do only 500 damage, as the correct value would have to be 30% of 4000 damage, or 1200 damage.
To correct this, we simple put the damage penalty at the end of the formula, as that:

Hero ATK  - Enemy DEF * (30%) = 1200 DAMAGE  (adjacent damage of Splash type Attack)
 
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tackey
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Re: Opinion on Damage Calculations and Skills Balance

Tue Nov 01, 2016 2:24 pm


About 3) I've tested this on capitol where the enemies are the same and with the same defense, so I’m not complaining about hitting different enemies, if you hit those enemies you can see that the damage calculates separately and the penalty is in the beginning of the formula so you will always do less than than descripted,
 
About 4) Yeah, your description is correct, we could have this in other classes as well, it would open up new options to build, right now most heroes only have one perfect faith, that is the faith that boost the status his/her skill is based of
3) i get what you mean now, because current calculation is separated.
Example: main target 1000 damage, splash damage 30% of main damage = 300 but somehow that 300 damage have to be reduced again according to opponent defense which somehow does even lower damage. however i don't have a solution for this, i'll post it again later.
Without taking critical and variable damage in consideration, right now let’s suppose the calculation is something like this: 


Hero Status ATK = 5000, Enemy Defense Status = 1000.

When you attack, it will happen something like this:

Hero ATK * ATK% (100) - Enemy DEF  = 4000 DAMAGE  (central damage of Splash type Attack)
Hero ATK * ATK% (30) - Enemy DEF  = 500 DAMAGE  (adjacent damage of Splash type Attack)


It should not do only 500 damage, as the correct value would have to be 30% of 4000 damage, or 1200 damage.
To correct this, we simple put the damage penalty at the end of the formula, as that:

Hero ATK  - Enemy DEF * (30%) = 1200 DAMAGE  (adjacent damage of Splash type Attack)
yea.. i get what you mean.. sometimes i also feel that the calculation is wrong. tbh i've send in a ticket via customer service, apparently there's no replied regarding that section LOL~!
 
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jayle
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Re: Opinion on Damage Calculations and Skills Balance

Tue Nov 01, 2016 3:21 pm

1) Indeed addition to another status will only complicate things. And i've study ranger for quite some time, so the following suggestion is only for ranger.
Summary: Ranger have deadly single target capability, due to all skills = magic damage sometimes she became abit inefficient. But at the same time ranger should not have the capability to 1~2 shot any none tanky heros e.g. "shadow, mystic, healer" with a single crit on normal attack.

Suggestion: slightly lower ranger base damage at the same time increase their survivalbility, change their skill damage to true damage with slightly lower damage multiplier so that they stay deadly to both tanky and magic class.

2) This topic should have been cleared, now mystic class except for elementalist does good damage after the change of defense mechanism.
Suggestion: balance all same tier active skill damage multiplier.
e.g. all 5* mystic should have same damage multiplier, so the only difference about them is the skill utility.

3) I think this should stay, because damage are suppose to calculate according to each and every hero defense and not the main target defense instead of true damage across the board . if not it could be abused easily.
Example: people will purposely hit the lower defense target to do more damage.

4) I'm not sure what you mean. perhaps you're talking about changes in ranger skill. e.g. some ranger class with atk based magic damage active skill and some ranger class with physical damage active skill.
Suggestion: back to first topic, change ranger skill to true damage so they're deadly to both tanky and magic target.
About 3) I've tested this on capitol where the enemies are the same and with the same defense, so I’m not complaining about hitting different enemies, if you hit those enemies you can see that the damage calculates separately and the penalty is in the beginning of the formula so you will always do less than than descripted,
 
About 4) Yeah, your description is correct, we could have this in other classes as well, it would open up new options to build, right now most heroes only have one perfect faith, that is the faith that boost the status his/her skill is based of
3) i get what you mean now, because current calculation is separated.
Example: main target 1000 damage, splash damage 30% of main damage = 300 but somehow that 300 damage have to be reduced again according to opponent defense which somehow does even lower damage. however i don't have a solution for this, i'll post it again later.
1. The poison status for ranger, just my guess, forms up the DPS role for ranger. However, I can't confirm if the poison is based on MAG or ATK. I can only say that rather then increasing or changing the attack type of ranger, we could do something similar to a utility dpser like silence, blind or slow. For multiple hits instances, instead of a high base atk per hit, you can lower each arrow ATK but add status chance and effect to make ranger a party player instead of a 1 nuke class which became useless if there changes. For example, a double shot of (2 × 110% dmg) to (2 x 60% dmg + 20% chance to inflict knockback per arrow). We dont have to limit ourselves to 1 type of ranger but perhaps the different paths, rangers can find a different role for maybe hard hitter or dps.

3. I think the mechanic regarding the splashed damage distribution is based on:
Center of "+" is dealt 100% damage and the surrounding are dealt 30% (not including the defence).
For example, the damage dealt to the center unit is 100 dmg. The damage dealt to the surrounding is the supposed 30 dmg. However, the defence mechanism kicks in to reduce the damage taken so it ends up to maybe 25 dmg at the end after the defence into consideration.
Do not mistaken that the 30% dealt came from the damage inflicted to the center unit which is later distributed to the surrounding targets. You're right to say that every damage dealt to any unit, there is a separate calculation for that unit itself.

4. I think there should be a fornulated defence scheme for each classes like mentioned earlier, guardian should boast the higher def both mag and physical etc. But I was thinking if they should create a counter for each class so that one class won't be overused like maybe champion deals 1.15x more damage to mystic and ranger and lesser damage like 0.85x dmg to guardian but take more damage from shadow. Guardian has increased def against all classes except champion. Ranger dealt increase dmg to shadow and cleric etc.