Author Topic: Damage distribution.  (Read 4918 times)

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Dweller admin

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Re: Damage distribution.
« Reply #15 on: July 09, 2012, 10:20:01 AM »
Great! I'm happy to hear that it's a bit more difficult now! I haven't balanced spell damage yet, but maybe it's good enough?

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Watley

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Re: Damage distribution.
« Reply #16 on: July 09, 2012, 10:42:56 PM »
I've gone with a warrior for my first go of 20.1, and while i seem to be slaying even more effectively than ever i noticed that the monsters are doing more damage too, and there's a lot more of them. I don't know if the damage distribution is much of an issue, since the bell curve is probably the best approach, but maybe a bump to defence for monsters.

Mateusz P-G

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Re: Damage distribution.
« Reply #17 on: July 14, 2012, 08:30:41 PM »
So, after a lot of games with the new system, attacks seems really
well-polished but its the defence that bothers me a little.

See, while I'm doing quite consistent damage which scales well with
my attack values and the weapons I'm using, defence isn't all that
usefull. I was trying to make a couple Warriors focused entirely on
defence and while the average damage did go down with larger
defence scores, some damage rolls can really easily become lethal
anyway.

This wouldn't be so much of a problem if choosing HP at level up would
give more than 1 (one!?). Rising this value to say 3 would finally make
them a viable choice. This way any player could invest in larger HP pool
to feel a bit more confident when facing those random damage spikes.

This and maybe adding new jewelry "of Life" granting more HP?
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Dweller admin

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Re: Damage distribution.
« Reply #18 on: July 15, 2012, 12:25:29 AM »
Mateusz, you are right about the HP. It's silly to only offer a +1 increase. HP is clearly not as important as the other stats. I'll increase the gain in the next version.

Mateusz P-G

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Re: Damage distribution.
« Reply #19 on: July 17, 2012, 08:09:55 AM »
I didn't want to make another thread, so I decided to put it here.

Spellcasting takes a lot of time, even when using the simplest of spells!
This is mostly fatal with new damage system, as enemies can easily
get 2 attacks afer the spell and with Wizard's defence, this can mean
even 30 damage in a single turn from only one enemy.

Since spells already have the cast cost getting really high with AoE ones,
I guess they should have the cast speed equivalent of 80-100% attack
speed weapons.
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Sewerdweller

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Re: Damage distribution.
« Reply #20 on: July 17, 2012, 02:47:35 PM »
After playing for weeks without a death -I'm 5 games into the new set up  and i've got 4 dead wizards and have not made it to the Minotaur yet . now working on a warrior -hope to see better results with heavy armor and lots of healing potions - do not let your hp drop below 3/4 full.
 

Mateusz P-G

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Re: Damage distribution.
« Reply #21 on: July 17, 2012, 07:42:34 PM »
Haha yeah, I'm now trying to win with Wizard too and already
left a nice couple corpses on level 3 and in the Minotaur Maze.

Its definately the problem with cast times being too high. Even
single Orcs are very likely to kill you by hitting twice after the
spell is cast. Ranger is squishy too, but doesn't suffer as much
trouble because his ranged attack takes litle time.

Sure you could charm the hell out of every monster, but for me
using the Book of Charms feels like cheating untill its chance
to work will get adjusted (not being 100% anymore).
« Last Edit: July 17, 2012, 07:47:51 PM by Mateusz P-G »
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