WhyN0t
Master Sergeant
Hi. I come here with a proposal offering some small changes to damage and resistance fort formulas that I hope will help tanks more. At high level where damage dealers have high upgrades for weapons, high sector bonus and a lot of leadership, the damage dealt is absurd and resistance as a constant is useless. Sector damage bonus is also pretty useless for tanks because the 200 or so secondary resistance that most tanks have from items is enough to fully mitigate the usual sector bonus. These small changes could solve these problems.
This is the actual damage formula:
Weapon Damage + Sector Damage + [(Weapon Damage + Sector Damage) × Leadership ÷ MaxHP]
The red part refers to primary resistance and the blue part refers to secondary resistance.
The small thing that I propose is to split the first part of the sector damage into 2 equal parts, but the first part will be mitigated by the primary resistance, while the second part will remain mitigated by the secondary resistance. The primary resistance formula is: 300 × (Hiding OR Setting Traps) ÷ MaxHP. So, it will look like this:
Weapon Damage + 1/2*Sector Damage +1/2*Sector Damage + [(Weapon Damage + Sector Damage) × Leadership ÷ MaxHP]
The second proposal is to change the resistance on items to have the bonus scaled per level instead of being constant. 1 flat resistance should be transformed in 0.01 resistance per level.
This way the tanks will be able to hold out a little longer against the damage dealers and also deal slightly more damage if they have sector damage. What do you think?
This is the actual damage formula:
Weapon Damage + Sector Damage + [(Weapon Damage + Sector Damage) × Leadership ÷ MaxHP]
The red part refers to primary resistance and the blue part refers to secondary resistance.
The small thing that I propose is to split the first part of the sector damage into 2 equal parts, but the first part will be mitigated by the primary resistance, while the second part will remain mitigated by the secondary resistance. The primary resistance formula is: 300 × (Hiding OR Setting Traps) ÷ MaxHP. So, it will look like this:
Weapon Damage + 1/2*Sector Damage +1/2*Sector Damage + [(Weapon Damage + Sector Damage) × Leadership ÷ MaxHP]
The second proposal is to change the resistance on items to have the bonus scaled per level instead of being constant. 1 flat resistance should be transformed in 0.01 resistance per level.
This way the tanks will be able to hold out a little longer against the damage dealers and also deal slightly more damage if they have sector damage. What do you think?