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New Battle Formula Feedback

Discussion in 'Version 2.05' started by Diggo11, Jun 5, 2013.

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  1. henry j.

    henry j. Reservist

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    I got a completly different proposal to add.

    Bare with me if its a lousy idea ;)

    Just for the skills aim and dodge.
    Give a percentage of higher damage - lower damage in those skills for fortbattles ?

    Example:

    25aim = +1% weapon damage
    50aim = +2% weapon damage
    75aim = +3% weapon damage
    .....
    250aim= +10% weapon damage and cape it

    25 dodge = -1% damage for the shot taken
    50 dodge = -2% damage for the shot taken
    75 dodge = -3% damage for the shot taken
    ....
    250 dodge = -10% damage for the shot taken and cape it
     
  2. Bluep

    Bluep Guest

    No real feedback on the formula yet, but when reading the Wiki article for .net I wondered about this:
    Is there another formula in use on .net, or just wrong info in the Wiki?
    (Stamina affects only attackers, both for shooting & dodging; Hiding affects only defenders for both shooting/dodging. At least that's the way it is on .DE worlds)
     
    Last edited by a moderator: Jun 7, 2013
  3. Diggo11

    Diggo11 The West Team Dev Team

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    /me rescues Futu's baby
     
  4. futurama1001

    futurama1001 Private First Class Wiki Contributor Former Team Member

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    Somebody added that incorrect piece of info only recently (no, it wasn't me). Diggo has removed it :up:
     
  5. torinogranata

    torinogranata Reservist

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    I don't understand how probability of hitting the opponent interacts with probability the opponent dodge.
    For example
    player 1 chance of hitting 50 %
    player 2 chance of dodging 40%

    In which case player 1 hits player 2?
    I suppose if 1 hits and 2 don't dodge that is 0,50 *(1-0,40)= 30%?
    is it right?
     
  6. xDiego

    xDiego Staff Sergeant Elite Tester

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    It's not % but just a number.
    Server roll the dice. If the attacker has 56 hit bonus, he has dice from 1 to 56. The defender has 65 dodge bonus. Then his dice is from 1 to 65. Then the server roll the dice and if the number of the attacker is higher than the defender, then the attacker makes a hit. If the number of the defender is higher than attacker, then defender dodges.

    I think it's like this :p
     
  7. torinogranata

    torinogranata Reservist

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    thanks a lot. I didnt remember this
     
  8. Sakiz105

    Sakiz105 Corporal

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    d&d style? i'm not so sure it works like this
     
  9. Diggo11

    Diggo11 The West Team Dev Team

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    The technical intricacies aren't 100% perfect, but I believe the analogy is correct.
     
  10. Sakiz105

    Sakiz105 Corporal

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    then,we can say fort battles are pure luck.

    Skills will only raise the average of the roll,but considering someone is too unlucky or too lucky,his skills won't matter.I believe that there should be items that raise the minimum dice roll.You can't use a system but only a part of it.It makes it unstable and sometimes (like pure hp times) completely unfair
     
  11. Diggo11

    Diggo11 The West Team Dev Team

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    Umm, no, we can't. This technique is common across computing, including other parts of the game since the first beta versions. Given the two base values (player skills), it is possible to calculate the probability that the originally higher value remains so after such "randomisation". The challenge is to ensure a sufficient divide exists between the base values, so the desired probability is obtained. In this way it's possible to scale between completely random (each player has the same number of die faces) and near infinitely certain (one player has infinitely more increasing faces than the other).

    The problem here has to do with the reverse-exponential formula, i.e. the 1*x[sup]0.4[/sup] bit. Over the weekend I built a calculator to figure out the build that would inflict the most damage against an infinite health HP tank before you died. Bugs notwithstanding, no exponent gave desirable results, so I think the game designer is going to devise an alternate solution.
     
  12. Bluep

    Bluep Guest

    I already suggested an approach following
    Code:
                       ∑ relevant skills 
    fortbattleSkill = ─────────────────── * constant
                          player level ¹
    
    ¹ eventually with an exponent slightly greater than 1
    
    - did you discuss that internally?

    Best results would be given if you equally distribute all attr/skill points on the classic skills;
    The division by player level downgrades all those who haven't spent a single point on FB skills per level; and it compensates the big advantage of high level players over small ones a bit - strenghth of this compensation can be adjusted by the constant factor and the exponent
     
  13. Diggo11

    Diggo11 The West Team Dev Team

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    The game designers were presented with our two polling threads and all posts in it, yes.
     
  14. torpedo3k

    torpedo3k Private

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    4 battles so far under the new formula. I've been for long out of battles and lost old data.

    I'm a soldier, 6200 hp.

    1 defense, 3 attacks. My general feeling is I'm hiting more.

    defense 1, mostly in my tower: 24 hits, 15 miss - 2 hits taken, 2 dodge
    24 hits out of 39 shots is above my historical average (again, as general feeling since I lost old data)

    atk 1: 21 hits, 12 miss - 19 hits taken, 18 dodge
    this battle was unbalanced, 35 attackers, 42 defenders. Again I see my hits above historical average. And an improvement in dodging.

    atk 2: 19 hits, 24 miss - 14 hits taken, 7 dodge
    this is more likely old formula performance. A lot of misses in a row.

    att 3: 28 hits, 19 miss - 13 hits taken, 17 dodge
    and back to the new formula again with better performance.

    I'm attacking with 140 leader, 157 stamina, 95 aim, 103 evasion. I got 30 skills free yet and a lot to reskill. But my overall impression is that my performance has improved with new formula, especially the hitting.

    can't say anything about defense, since I changed skills after it.
     
  15. torpedo3k

    torpedo3k Private

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    old gg bonus

    what you guys have to say about the cumulative gg bonus?

    when GGs started, each one carrying a GG would give its bonus to the sector. If 2 or 3 were in the same sector, the bonus was very high. It was easy to kill all in a tower. But at that moment, HP wasn't an issue, it started long later.

    so here goes the idea: bring back the cumulative sector bonus GGs give and let's see how it works against the tankers today.
     
  16. ChickenMcGuy

    ChickenMcGuy Staff Sergeant

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    NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO!

    Tanks have got gg to, only small hp players get kill easier...
     
  17. Diggo11

    Diggo11 The West Team Dev Team

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    Thanks Torpedo :)
     
  18. ChickenMcGuy

    ChickenMcGuy Staff Sergeant

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    I heard Ashock on live stream talked about new fort battle system. Can you write here what he said?
     
  19. medfly

    medfly Private

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    yes, please, a summary of that video feed would be appreciated. my system could not stream the video for whatever reason (firewall probably :mad:)
     
  20. Diggo11

    Diggo11 The West Team Dev Team

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    The part most relevant to beta is up in the announcements thread, some of the other 'futuristic' plans you can watch later for yourself :)
     
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