Author Topic: Official Balance Thread  (Read 4123 times)

Aeroblyctos

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Re: Official Balance Thread
« Reply #15 on: May 22, 2013, 12:11:30 am »
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As everything dies way too fast..
How so?

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in chapter 6 killing zor'zo/ xod /dark messiah was child's play..
Why? What makes them too easy? Your difficulty?

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I had aura of fire lvl 1.. I gave magic balls & other magic damage items to phodom just to check that how it works. You won't believe me its was damm easy. All I did is gave unholy cloak to phodom as it gives you permanent invisibility. Just click Z on target. & go for snack break. When you come back you'll see that poor mini bosses are dead. & btw why would I'll use my other 2 characters if I have 1 op char. I didn't used even fire cloak or didn't had high level aura of fire at that time. & btw even if I have to use all there chars I can make my whole team invisible, right from chapter 6. Where all char meet.
You didn't answer my question before. Does the bosses attack back to you? I mean do you just stand there killing the bosses and they don't attack back to you?

I can easily make it like there won't come any damage if you're invisible. Is that the problem here?



The last version should've made the 'warrior' builds stronger. I mean now there's that critical chance too and critical damage was improved.



Why Phodom needs return damage to his ultimate set? I could just put / create a new item for that. A lot easier.



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How come phodom(strength hero) & Fradz(agility hero) have so many spells based int & magic damage. & galeoth(intelligent hero) have not even a single spell which is based on other attributes.

Because of the story. Phodom is a warrior type of dragon slayer who uses his hammer. As every dragon slayer must have mastered one element, Phodom has learned fire. Now in the game I've tried to give many builds as possible. The first step is to decide between magic or strength. About same goes to Fradz.

Galeoth in other hand has always been a mage and will be. Galeoth is build a little other way than the other two heroes. He will always be int, but you can still make him attack or magic based.

The magic damage will always win that's pretty much calculated. But it shouldn't be too strong compared to 'warrior' type of abilities. You can make your basic abilities do from 10,000 to 20,000 damage in the end. Strength or agility based abilities will do 10,000 damage. Let's take an example based on Impact Flare and Meltdown.

Impact Flare:

50 str + 25 agility + 1 level: 75 x 5 + 1 x 200 = 575
150 str + 75 agility + 10 level: 225 x 5 + 10 x 200 = 3125
500 str + 250 agility + 20 level: 750 x 5 + 20 x 200 = 7750

Meltdown:

300 magic damage + 1 level: 300 + ( 1 x 200 ) = 500
1500 magic damage + 10 level: 1500 + ( 10 x 200 ) = 3500
5000 magic damage + 20 level: 5000 + ( 20 x 200 ) = 9000

Okay, it seems like the strength based ability can't even reach 10,000 but so didn't magic damage. But if you have any magic damage & bonuses things start to look way different.

I could make it like int doesn't give magic damage at all. Or what is the way to fix this? I can't increase the damages more or the campaign becomes too easy.

Magical Hammer basically surpasses all other abilities in the same category with its multiple benefits including mana burn, stun, aoe damage in return for landing a successful hit with a unit target and a delay of 1 sec. I dare to say that no player would bother selecting a different ability during any of their playthroughs.

Aah, that one. It's already fixed:

Conjures a hammer above an enemy, hitting it after 1 second. When the hammer hits, it deals damage to the target and nearby enemies stunning them for 2 seconds.
|c00FEBA0EHotkey: Q.
Type: Target.
Cooldown: 12 seconds.
|c00E55BB0Damage is based on Ability Level and Magic Damage.

« Last Edit: May 22, 2013, 12:55:07 am by Aeroblyctos »