New DMG Calculation

Nokova - Sanctuary
Nokova - Sanctuary Posts: 46 Arc User
edited February 2011 in Suggestion Box
A lot of people, start duel with a caster class, from like 3m.
I suggest new dmg calculation for all expecially casters and that should work only on players only.
Point is do add dmg multiplier for instance
max range/current rang * skill dmg
so if i we start duel form 20 m i deal blows 28.5/20 * skill dmg
if he comes at 3 m i would deal 28.5/3 * skill dmg.
Lets say your a melee fighter u always do dmg from range 3m
so u do 3/3 * skill dmg
Feel Free to comment on this below
Post edited by Nokova - Sanctuary on

Comments

  • ThanosQRt - Dreamweaver
    ThanosQRt - Dreamweaver Posts: 2,457 Arc User
    edited January 2011
    wouldnt that boost the dmg of casters for bosses by ~28x times?
    i like it xd

    but yeah no. just ask the person not to stay next to u...sins ofc are an exception xd
  • Shadowfire - Dreamweaver
    Shadowfire - Dreamweaver Posts: 356 Arc User
    edited January 2011
    I'd say no.

    The extra damage would be nice, but very overpowered.

    Assuming i sleep/seal a target in melee range, assuming a claw user so about 2.5m, and then i use sage glacial snare. Range is 30m, so 30/2.5 = 12x the skill damage, in this case it would result in 12x (300% weapon damage + 6170).

    Ignoring the weapon damage component, the skill does 12*6170*0.25(pvp damage reduction to 1/4th) = 18510 damage. Then add that i ignored the 300% weapon damage, so the damage would be significantly larger. (Math may be wrong, doing this at 1:30 am)

    But, essentially, the damage done to melee users at close range would be astronomical. TW alone would be made impossible because a cata barb would simply not be able to survive that kind of damage (immunity of course being ignored)
  • Olbaze - Sanctuary
    Olbaze - Sanctuary Posts: 4,242 Arc User
    edited January 2011
    Way overpowered.

    It'd basically make ranged classes the new demigods.

    After all, an Archer could get really close to a boss, get a 10x multiplier on all of their attacks and open Barrage of Arrows.

    And I'd love to see a sin tele to a person and use Knife Throw from 0 range. Since it's 0 range and it's maximum range is 35 meters, that means he gets infinite damage, right?

    Honestly, you should implement this. I'd LOVE to see all the rage that would come from sins soloing the everloving **** out of the game because tele + knifethrow deals infinite damage.
    I am Olba. Not Ol, not Baze nor Blaze. And even less would I go by Olblaze. Please, take a second to read a person's username.
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  • KageYingZi - Heavens Tear
    KageYingZi - Heavens Tear Posts: 823 Arc User
    edited January 2011
    If this gets implemented,I'm so gonna nerdrage at archer's 50% damage penalty and this
  • Nokova - Sanctuary
    Nokova - Sanctuary Posts: 46 Arc User
    edited January 2011
    wouldnt that boost the dmg of casters for bosses by ~28x times?
    i like it xd

    but yeah no. just ask the person not to stay next to u...sins ofc are an exception xd

    i said only in pvp
  • Nokova - Sanctuary
    Nokova - Sanctuary Posts: 46 Arc User
    edited January 2011
    I'd say no.

    The extra damage would be nice, but very overpowered.

    Assuming i sleep/seal a target in melee range, assuming a claw user so about 2.5m, and then i use sage glacial snare. Range is 30m, so 30/2.5 = 12x the skill damage, in this case it would result in 12x (300% weapon damage + 6170).

    Ignoring the weapon damage component, the skill does 12*6170*0.25(pvp damage reduction to 1/4th) = 18510 damage. Then add that i ignored the 300% weapon damage, so the damage would be significantly larger. (Math may be wrong, doing this at 1:30 am)

    But, essentially, the damage done to melee users at close range would be astronomical. TW alone would be made impossible because a cata barb would simply not be able to survive that kind of damage (immunity of course being ignored)
    You are right lets say we 1/2 * max range / current range * skill dmg or even 1/4 * max range / current range * skill dmg, or any other factor for increasing dmg for being at 2.5 m duel and pvp,
    What i expect to happen, is that we start a duel or pvp at a distance as we should.
    Its true melee would than rather run way.
  • Nokova - Sanctuary
    Nokova - Sanctuary Posts: 46 Arc User
    edited January 2011
    If this gets implemented,I'm so gonna nerdrage at archer's 50% damage penalty and this
    Me and you do a duel as things are now, from distance. you win.
    Lets say this gets implemented
    i do same dmg to you from distance as before, and you too, you win again
    max range / current range * skill dmg
    28.5/28.5 = 1*skill dmg
    lets say i start moving closer to you, if i do a skill or 2, i win only if i as an arcane wizard survive 2-4 your hits.
    not to mention your class is usually faster than my class.
    So u got 60% chance to kill me not 90%, still keeping title of robe killer.
  • Nokova - Sanctuary
    Nokova - Sanctuary Posts: 46 Arc User
    edited January 2011
    There is another solution too,
    Make duels start between 8 - 15 m.
    problem fixed, no need to change dmg calculation
    than range player will have much better opportunity to pull trigger 1.
    As thing are now a level 70 melee fighter, just stuns and kills me in a sec.
  • Sirrobert - Dreamweaver
    Sirrobert - Dreamweaver Posts: 3,395 Arc User
    edited January 2011
    And you can't hit distance shrink a second before the duel starts... WHY exactly?

    Ok so say your suggestion is implented, and the melee now starts at your max range. Gues what? He has to walk all the way over to you, in which time you can still hit him. And than when he does come close to you, in a 'fair' way. You 1shot him anyway with 28x normal dmg
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  • Asterelle - Sanctuary_1381265973
    Asterelle - Sanctuary_1381265973 Posts: 7,881 Arc User
    edited January 2011
    The best thing about this damage equation is that you do infinite damage at 0 range. Finally lvl 30 wizards can 1shot 40k HP barbs. It better apply to bow damage as well.
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  • Nokova - Sanctuary
    Nokova - Sanctuary Posts: 46 Arc User
    edited February 2011
    And you can't hit distance shrink a second before the duel starts... WHY exactly?

    Ok so say your suggestion is implented, and the melee now starts at your max range. Gues what? He has to walk all the way over to you, in which time you can still hit him. And than when he does come close to you, in a 'fair' way. You 1shot him anyway with 28x normal dmg
    I do not have assassin class
    what i seen on ecatomb
    lvl 10 Distance Shrink - Uses the divine force of the Earth to instantly teleport 25 meters forward
    Range 25.0 Meters
    yes demon gives me 30 Meters
    lvl 10 Shadow Jump - Instantly move to the target's location.
    Range 30.0 Meters
    thx god no added range on demon/sage

    So whats the point in using it
  • Nokova - Sanctuary
    Nokova - Sanctuary Posts: 46 Arc User
    edited February 2011
    The best thing about this damage equation is that you do infinite damage at 0 range. Finally lvl 30 wizards can 1shot 40k HP barbs. It better apply to bow damage as well.

    i used my gnome calculator 30.0/0=Division by zero is undefined
    and 0 would be hard to do basically be inside barb and do a skill.

    Please do read all the posts
    i said factor * max range / current range * skill dmg
    factor u put what u want between 1 and 0.
    1/6, 1/8, 1/10, 1/20.
    just to be more fair or
    Make duels start between 8 - 15 m
    8 - 30 m
    8 - 100000(x) m
    just not 2.5 - x