2hnder Balance

Explanations please - no flames
jsre
Posts: 188

Re: 2hnder Balance

Post#101 » Sat Oct 15, 2011 7:52 am

Chaos,

Busy week and only just got around to this. Took your formula and in place of .05 added a rule to the DB. End result is that for every 1 you add to the DB value, min hit will increase by weapon damage x level as a percentage.

Using a 140/20 2h weapon:

DB Value of 0: 893 dps (current state)
DB Value of 1: 994 dps (+10% dps)
..
DB value of 5 (as per your theoretical suggestion :)..) = +50%

Would expect it to be pretty flat across different weapons, so seems like a viable alternative to damage bonus.

ChaosSlayer
Posts: 1693

Re: 2hnder Balance

Post#102 » Sat Oct 15, 2011 8:22 am

at least it bares SOME relation between weapon base dmg and min hit. ;)
The default DB system just adds flat number to any 1hander, causing high dly 1handers to be rather useless to wield, or even create (for content developers)

P.S. Its nice to see an actual coder among the players ;) I myself have never yet touched Emu source code. I have tons of ideas how I would prefer to change things around, but I never have time to actually sit down and test those theories out :D
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jsre
Posts: 188

Re: 2hnder Balance

Post#103 » Sat Oct 15, 2011 9:11 am

Funny that, because your name is in the source code ;-)

ChaosSlayer
Posts: 1693

Re: 2hnder Balance

Post#104 » Sat Oct 15, 2011 4:00 pm

lol WHERE? :)
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