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 Weapons that do % damage 
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Golgotha wrote:
Littlefluffy wrote:

Golgotha wrote:
I would be partial to something like this:
The more attacks one ship undergoes in a row by the same ship, the higher its damage cap becomes.

Ingame effectivly it would mean this.

The first 100 attacks against me are at my normal damage cap.
The next 100 attacks against me are at my normal damage cap X 1.2. I now take 20% more damage from all attacks from the same source
The next 100 attacks deal 1.4.
Then 1.6
Then 1.8.


I would be okay with this if the number of hits is a bit lower and it scaled a bit faster.

Again lag is the issue with this, the servers are crap when it comes to dealing with multiple hits.

changing the damage cap...No.


Of course, those numbers are just rough estimates - I was in a mindset of dealing with future growth and planetary defence more than standard pvp defence at this stage - though this would be effecting me already. Those numbers already mean most ships will be dealing double damage to me by the time they finish killing my ship on the BT. When I go Lazuli Fixer, as is my endgame plan, they will be dealing 3-4 times my normal damage cap before I die just with my current hull.

To be honest I was worried that it scaled too quickly, especially for planet defense and bases. There are two possibilities here - both ships take more damage over time, or only the defender takes more damage. This is also broken down into the choice if this damage increase is done on the defenders side, or the attackers. By this i mean, if the attack formula looks to see how many times your ship has attacked this same target, or if checks to see how many times in total the target has been attacked.

Consider that when attacking something, you will attack a hundred times in a minute. If you can attack 4 times a second, it is 240 attacks. So for every minute you are under attack, you take 20%-40% more damage. Thats a BIG boost already - its a direct increase to damage taken, not simply to attack score where in reality it deals a lot less damage. If 5 people attack you and we are using the cumulative choice for damage calculation you take double to triple damage in just one minute of active online defence.

Many online defenders on exotica withstand attacks for as much as an hour at a time. That is obviously too much, but making a ship crumble after just 2-3 minutes is possibly too far the other way. A large ship build that been EMP'd and under attack for 4-5 mins in total will be taking six thousand damage a hit from just one attacker. Even without the EMP's it is likely to be taking 2-3k damage a hit naturally - and that number will just continue to increase.

At this point, they can continue to grow more and more tanky and defensive of course, but requiring 600 dutranium brackets to stop one or two attacks is a steep price.

Now, if the attacker also takes increasing damage ( I was specificlaly thinking in terms of against planets and bases here) It becomes a lot more tactical. One can choose to attack a thousand times, but will take increasingly huge amounts of damage, unless they pause for a minute before continuing. I do think this is needed, as i already tend to repair less often than the bases I kill... But it is possibly too big a disadvantage. Would need to discuss and play test - bases will be a lot more tanky if everyone needs to take a minute break from the assault every three-four minutes.

So basically, while i think the idea is solid, the rate of damage may need some serious discussion. Below are some more possibilities
Both offer faster extra damage, but the damage increases at different rates. Again, i think one of the big factors is if increased damage is calculated on the attackers count of attacks or the defenders - 1000 attacks by 5 people is only 1k energy spend each attacking.

50 attacks total, 1.2x damage...............25 attacks, 1.1x..........10 attacks, 1.1x
100 attacks total, 1.4x damage.............50 attacks, 1.2x...........40 attacks, 1.2x
200 attacks total, 1.6x damage.............100 attacls. 1.3x..........90 attacks, 1.3x
400 attacks total, 1.8x damage.............200 attacks 1.5x..........120 attacks, 1.4x
800 attacks total, 2.0x damage.............400 attacks 1.6x..........250 attacks, 1.5x
1600 attacks, 2.2x damage...................800 attacks, 1.7x.........360 attacks, 1.6x

etc


I just made the assumption it would be purely defender taking more damage not the attacker, they already have geminis killing them throw in traps, especially gamma traps. the defenders have enough bonuses in their favor this doesn't need to be on both sides.

Also purely pvp not in NPCs, PVB or planets.

The increase in damage cap should be relative to the number of hits in a time period.
Ie 50 hits over 5 minutes is not the same as 50 hits in 5 seconds (obviously more than one person hitting). I rather not see your damage cap increase because someone takes 100 hits to kill you while you are offline. 1v1 is fine the way it is imo. If this is implemented it should be a threshold hold that no one person can obtain on their own, no matter how good their internet. That way when multiple people are hitting they do have an advantage.

So instead of 50 total hits it is 25 hits in 5 seconds 1.2x damage
50 hits in 10 seconds 1.4x
etc.

I am going to repeat since I am sure this cause be an issue, anything requiring multiple hits and keeping track WILL cause problems with lag, so even if though this is a great way to scale up the damage, it might not be able to be implement due to the abilities of the servers.

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Wed Apr 10, 2013 1:45 am
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This seems way more complicated than it should be, I think.

You get four of these guns, each with a 1.5% chance to deal an additional* 5% of their total hull and shields, not to exceed their damage cap.

With all four equipped, that gives a 6.14% chance per hit.

*Additional: If you're hitting their cap anyway, and you successfully fire off one of these guns, you'll do twice their cap (if that 5% is more than their cap) - Having a little trouble putting this one into words. Basically it's just extra damage on top of what you'd deal normally, but it can't exceed their cap.

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Wed Apr 10, 2013 1:52 am
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XxDarthDexterxX wrote:
This seems way more complicated than it should be, I think.

5% of their total hull and shields, not to exceed their damage cap.


Quick reply while i write a longer one - anything that allows me to keep my damage cap is worthless. At most, this is giving you a 5% chance to save you 5 energy, as a damage cap restricted hit vs a ship with no defence is just an extra hit, even with a large theoretical max

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Wed Apr 10, 2013 2:02 am
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XxDarthDexterxX wrote:
This seems way more complicated than it should be, I think.

You get four of these guns, each with a 1.5% chance to deal an additional* 5% of their total hull and shields, not to exceed their damage cap.

With all four equipped, that gives a 6.14% chance per hit.

*Additional: If you're hitting their cap anyway, and you successfully fire off one of these guns, you'll do twice their cap (if that 5% is more than their cap) - Having a little trouble putting this one into words. Basically it's just extra damage on top of what you'd deal normally, but it can't exceed their cap.

As has been pointed out already, a simple automatic percent makes it too easy. A reck 200 with 1500 e can probably kill anyone in the game.

That's why I want strength ratio to affect the percent it does.

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to be honest, I was rooting for you even while eating KVTs


Wed Apr 10, 2013 2:03 am
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KJReed wrote:
XxDarthDexterxX wrote:
This seems way more complicated than it should be, I think.

You get four of these guns, each with a 1.5% chance to deal an additional* 5% of their total hull and shields, not to exceed their damage cap.

With all four equipped, that gives a 6.14% chance per hit.

*Additional: If you're hitting their cap anyway, and you successfully fire off one of these guns, you'll do twice their cap (if that 5% is more than their cap) - Having a little trouble putting this one into words. Basically it's just extra damage on top of what you'd deal normally, but it can't exceed their cap.

As has been pointed out already, a simple automatic percent makes it too easy. A reck 200 with 1500 e can probably kill anyone in the game.

That's why I want strength ratio to affect the percent it does.


A rank 200 with that much NRG can do that wth little issue. its called debuffs.

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Wed Apr 10, 2013 2:11 am
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Littlefluffy wrote:

I am going to repeat since I am sure this cause be an issue, anything requiring multiple hits and keeping track WILL cause problems with lag, so even if though this is a great way to scale up the damage, it might not be able to be implement due to the abilities of the servers.


I suspect you are right, but also feel that it needs to be an adaptive damage cap solution. Right now toughness is linear, we need it to shape. The guns doing a % of remaining hull help, but feel... inelegant. I have proposed similar solutions as well, but each time i feel vaugly like i am just putting a hard cap on ship strength. This version as suggested is superior to my old ones though.

Sadly, i really am not a programer. I never got past Qbasic as a kid, and random ASCI style games.

What kind of things could lower the server load? I am guessing if the ship has it own damage cap information for attackers to access, rather than each attack to calculate again? What if we drop the X amount of attacks, and simply make it "if the ship is attacked every 20 seconds, add one counter to damage cap (counter size to be determined later"

Edit: Another random idea. What if each time you are attacked, your damage cap just goes up by a static amount? Each attack adding 10 to your damage cap is probably ok
Also, rather than a timer for damage cap resetting, tie it into shield regen. If shields are at max, the next shield "tic" resets the damage cap bonus.

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Last edited by Golgotha on Wed Apr 10, 2013 2:19 am, edited 1 time in total.



Wed Apr 10, 2013 2:13 am
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KJReed wrote:
XxDarthDexterxX wrote:
This seems way more complicated than it should be, I think.

You get four of these guns, each with a 1.5% chance to deal an additional* 5% of their total hull and shields, not to exceed their damage cap.

With all four equipped, that gives a 6.14% chance per hit.

*Additional: If you're hitting their cap anyway, and you successfully fire off one of these guns, you'll do twice their cap (if that 5% is more than their cap) - Having a little trouble putting this one into words. Basically it's just extra damage on top of what you'd deal normally, but it can't exceed their cap.

As has been pointed out already, a simple automatic percent makes it too easy. A reck 200 with 1500 e can probably kill anyone in the game.

That's why I want strength ratio to affect the percent it does.

Then don't make it available to rank 200s, and maybe have it like the Radiant Surge Cannons: Its % is determined by the rank that you install them at. I think bewteen 600 - 900 is a good place to start the mission. Make it energy intensive, too.

I'm not quite sure I follow.

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Wed Apr 10, 2013 2:18 am
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XxDarthDexterxX wrote:
KJReed wrote:
XxDarthDexterxX wrote:
This seems way more complicated than it should be, I think.

You get four of these guns, each with a 1.5% chance to deal an additional* 5% of their total hull and shields, not to exceed their damage cap.

With all four equipped, that gives a 6.14% chance per hit.

*Additional: If you're hitting their cap anyway, and you successfully fire off one of these guns, you'll do twice their cap (if that 5% is more than their cap) - Having a little trouble putting this one into words. Basically it's just extra damage on top of what you'd deal normally, but it can't exceed their cap.

As has been pointed out already, a simple automatic percent makes it too easy. A reck 200 with 1500 e can probably kill anyone in the game.

That's why I want strength ratio to affect the percent it does.

Then don't make it available to rank 200s, and maybe have it like the Radiant Surge Cannons: Its % is determined by the rank that you install them at. I think bewteen 600 - 900 is a good place to start the mission. Make it energy intensive, too.

I'm not quite sure I follow.


Dont mean to be rude guys, but if these guns are limited by caps, they are worthless. If they are not limited by caps and deal a flat % of health, then all combat is simply a game where you see what triggers faster, Defensive % guns or Offensive % guns. Guns that deal a % of remaining health are more feasible, and i would support more. However, have either of you ever played a game where this attack works? By this i do not mean functions correctly, i just mean a chance to see what % health reductions feels like in combat.
Something like the Sorceress Static Field from Diablo 2 for example. This is probably the best example of a %lowering move based on %health remaining

Flat % reductions you can get examples of in games like League of Legends, such as Amumu's tears or Warwicks Claws.

You have to be really careful, because it makes health invalid if you do it wrong.

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Wed Apr 10, 2013 2:31 am
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How about attack then? Has a chance to increase your attack by, say 30% or 40%?

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Wed Apr 10, 2013 2:38 am
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XxDarthDexterxX wrote:
How about attack then? Has a chance to increase your attack by, say 30% or 40%?



You are following the exact same progression i did when i brainstormed it :)

Unfortunately, massively increasing the attack of the attacking ship has two problems. The first is diminishing returns.
Having 5x their defence in attack does not do a noticeable amount more damage than 4x their defence, or even 3x etc.

The second is the damage cap limit. having more attack might make you go from doing 700 damage to me to 1000, but that still will not ever allow you to kill me if i am online defending, nor anyone else with 30x+ their max cap in hull

We have thrown around a few possible ideas to fix this, such as an improved critical hit system, but yet to find the optimum solution But basically - whatever it is will have to either increase or ignore the damage cap in specific circumstances yet to be decided

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Wed Apr 10, 2013 2:45 am
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30x is nice. I'm at 25.537109375 myself. :P

I really like the general idea of this and would like to talk about it more. Anyone wanna whip up a FB chat to bounce ideas around it? :)

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Wed Apr 10, 2013 2:51 am
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Golgotha wrote:
We have thrown around a few possible ideas to fix this, such as an improved critical hit system, but yet to find the optimum solution But basically - whatever it is will have to either increase or ignore the damage cap in specific circumstances yet to be decided


Honestly if the critical hits were % damage rather than just 2x with the damage cap limit then this be much less of an issue. Where the critical hits would pop up like gemini cannon alerts and just say you dealt X% damage. They are already pretty rare in my experience. might make using flares/clouders in pvp an actual strategy as opposed to just hacking.

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Wed Apr 10, 2013 2:58 am
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XxDarthDexterxX wrote:
30x is nice. I'm at 25.537109375 myself. :P

I really like the general idea of this and would like to talk about it more. Anyone wanna whip up a FB chat to bounce ideas around it? :)


I meant anyone with 30x+ is generally safe :P I am a tad higher myself. :P

I am afraid i need to drop out of the debate for a few hours, RL things to take care of. But if you keep your thinking on a public forum, hopefully we will not have to tread over the same ground again. We tend to get the same debates again and again :p

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Wed Apr 10, 2013 3:05 am
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We have an option to disable/uninstall weapons after successful hack.
What about ability to disable defense modules? Then the amount of damage inflicted would rise and hull will last shorter.
Or the same with other modules (hull/shields).

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Wed Apr 10, 2013 8:28 am
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Flux wrote:
We have an option to disable/uninstall weapons after successful hack.
What about ability to disable defense modules? Then the amount of damage inflicted would rise and hull will last shorter.
Or the same with other modules (hull/shields).

A VERY bad idea. We all ready have so many time waisting things in this game. Last thing any one wants is to bed 300 clicks putting mods back on every time they log on.

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Wed Apr 10, 2013 9:01 am
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Flux wrote:
We have an option to disable/uninstall weapons after successful hack.
What about ability to disable defense modules? Then the amount of damage inflicted would rise and hull will last shorter.
Or the same with other modules (hull/shields).


TIBs take off def mods already. doesn't really fix the problem when they still have 200k hull.

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Wed Apr 10, 2013 10:05 am
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Littlefluffy wrote:
Flux wrote:
We have an option to disable/uninstall weapons after successful hack.
What about ability to disable defense modules? Then the amount of damage inflicted would rise and hull will last shorter.
Or the same with other modules (hull/shields).


TIBs take off def mods already. doesn't really fix the problem when they still have 200k hull.


I thought lower defense = higher damage unless damage cap limit the final damage.
We can not decrease the value of hull, just because some players have a awful lot of hull. but we can make it easier to inflict damage. That is my logic also applied to bonus due critical hits.
I see no sense to devaluate hull = if applied above logic, then we would punish players from certain amount of hull and decrease the max hull modules to be mounted as rank increase. I would not touch the hull itself.

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Wed Apr 10, 2013 11:59 am
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Yes. Damage Cap = Max damage that can be inflicted upon you. 'Cause it's where damage is capped?

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Wed Apr 10, 2013 12:35 pm
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Golgotha wrote:
Something like the Sorceress Static Field from Diablo 2 for example. This is probably the best example of a %lowering move based on %health remaining


New idea, making a new thread http://galaxylegion.com/forum/viewtopic.php?f=6&t=34743

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Fri Apr 12, 2013 4:57 am
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