One thing you are missing, | | is absolute values. So any negative will be made positive, then have ^0.6,
Yeah I meant that...
maxHealth ÷ 10 - mean(skill1, leadership, aiming) =~0 (should aproximate 0 for less penalty) therefore if you have high enough skills, Increasing HP will Increase your damage output, Which I think isn't the better balancing mechanism.
I'm very happy with your response
Diggo, and again hopeful! So lets work together to make it better!
Increasing the damages of the so called "Tankers" should not be a priority, Increasing their "tankiness" should.
Just some more ramdom "Builds" so you can see how broken this could get
Comparing
Old with the
New formula:
1590HP "Glass Cannon" the
New formula provides about less than
50 Damage but more than
5 Attack (With the right build) Which barely makes a difference.
8000HP with Damager cloths > the
New formula provides about less than
150Damage (compared to the
Old "Glass Cannon")
This last one really strikes me...So you can have 8000HP and still do around 1350Damage per Hit? Seems outrageous!
Do you really want normal "tankers" with 10k HP deal about 900 Damage per hit all around??? It certainly would be a indirect buff to Adventurers (and Workers...jeez)
Increasing your HP should
never Increase your Damage output.
So the "maxHealth ÷ 10" should be separated from the other clause, making it more like this :
-(maxHealth ÷ 10)^0.6 - mean(skill1, leadership, aiming)^0.6 >> I didn't make the calculations for this....just want to say that one should be separated from the other...
And just one more thing...I think the Sector Damage is also
TOO overpowered...maybe droping it from the
( Weapon Damage + Sector Damage ) so it does not get the "multiplier" porcion, and simply adding in the end.