Anthraxos
Reservist
Hello everyone,
Over the past decade, one element that has remained the same is how damage is done in fort battles. With the changes made to stamina and setting traps we've seen a number of players to have the option to try out different skillset in battles. The only thing that remained the same was the formula damage in the fort battles. The duellers kept playing the same way through these years. (all LD)
Below I'll present one version (of many) that could be applied to the fortress damage formula. I still have a lot of work to do to finalize it, but i would like to see your feedback on a formula like this.
Purpose:
The purpose initially is to allow the duellers to experiment more with their setups and at the same time to reduce the mass damage they cause. In addition, the damage of the tanks will rise a bit so that they can also have an additional role in the battles beyond just taking shots. ( so no need to change the ressistance formula)
Description:
The formula is divided into 3 sub-formulas. I have introduced 2 new abilities to the formula calculation, one in mobility and one in dexterity.
These abilities only work for attack and defense such as hiding and setting traps.
green_damage = ((base_gun_damage + damage_sector) * green_skill) / health;
blue_damage = ((base_gun_damage + damage_sector) * blue_skill) / health;
LD_damage = ((base_gun_damage + damage_sector) * Leadership) / health;
damage_formula_green = green_damage^0.3 + LD_damage*0.6 + (base_gun_damage + damage_sector);
damage_formula_blue = blue_damage^0.3 + LD_damage*0.6 + (base_gun_damage + damage_sector);
Explanation:
The formula is based on 3 features:
-Full Leadership = higher damage, but less accuracy in defense and attack.
-Full Mobility(attack) = higher accuracy/damage on attack, but less accuracy/damage on defense.
-Full Dexterity(defense) = higher accuracy/damage on defense, but less accuracy/damage on offense.
Leadership is added as damage to defense and offense. (as it works now)
Based on the above obviously the hit/dodge formulas will have to be adjusted as well, but that's something we can see in the future once we come up with the new damage formula.
I would like to read your feedback on my work above, and how should i move next or even if i am totally wrong let me know how should approach it !
@Diggo11 i would like to see you around here to
Over the past decade, one element that has remained the same is how damage is done in fort battles. With the changes made to stamina and setting traps we've seen a number of players to have the option to try out different skillset in battles. The only thing that remained the same was the formula damage in the fort battles. The duellers kept playing the same way through these years. (all LD)
Below I'll present one version (of many) that could be applied to the fortress damage formula. I still have a lot of work to do to finalize it, but i would like to see your feedback on a formula like this.
Purpose:
The purpose initially is to allow the duellers to experiment more with their setups and at the same time to reduce the mass damage they cause. In addition, the damage of the tanks will rise a bit so that they can also have an additional role in the battles beyond just taking shots. ( so no need to change the ressistance formula)
Description:
The formula is divided into 3 sub-formulas. I have introduced 2 new abilities to the formula calculation, one in mobility and one in dexterity.
These abilities only work for attack and defense such as hiding and setting traps.
green_damage = ((base_gun_damage + damage_sector) * green_skill) / health;
blue_damage = ((base_gun_damage + damage_sector) * blue_skill) / health;
LD_damage = ((base_gun_damage + damage_sector) * Leadership) / health;
damage_formula_green = green_damage^0.3 + LD_damage*0.6 + (base_gun_damage + damage_sector);
damage_formula_blue = blue_damage^0.3 + LD_damage*0.6 + (base_gun_damage + damage_sector);
Explanation:
The formula is based on 3 features:
-Full Leadership = higher damage, but less accuracy in defense and attack.
-Full Mobility(attack) = higher accuracy/damage on attack, but less accuracy/damage on defense.
-Full Dexterity(defense) = higher accuracy/damage on defense, but less accuracy/damage on offense.
Leadership is added as damage to defense and offense. (as it works now)
Based on the above obviously the hit/dodge formulas will have to be adjusted as well, but that's something we can see in the future once we come up with the new damage formula.
I would like to read your feedback on my work above, and how should i move next or even if i am totally wrong let me know how should approach it !
@Diggo11 i would like to see you around here to
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