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Re: Critical Hit Chance & Critical Hit Multiplier changes

Posted: Tue Feb 14, 2012 1:23 am
by Sarumar
oskarwiksten wrote: Some great suggestions that have been brought up that I think we should consider:
  1. Changing the "+1 dmg" option when leveling up to being only +1 on max damage range, and not on both min and max damage range.
  2. Changing the multiplier that is applied to a critical attack to be a random value between 1 and the player's critical modifier.
  3. Changing critical hits so that the damage multiplier only applies to base damage.
  4. Changing critical hits so that there can be at most one critical hit per fight
  5. Changing critical chance to a nonlinear function instead of just a linear percentage.
  6. Make certain classes of monsters totally immune to critical hits (for example, the "demon" class?)
Personally, I think I would prefer a combination of 1 and 5, since it would still keep the fun part in having critical hits (you can still get that massive damage attack), while still reducing the overpowered aspect of it (you will get that type of attack less often, and won't always be as powerful).
IMO 1,5 and 6 together will be nice solution.

Re: Critical Hit Chance & Critical Hit Multiplier changes

Posted: Tue Feb 14, 2012 3:31 am
by Treadmore
I think criticals are a good thing - leave them alone!

But what would be an improvement is weapon effectiveness being matched with opponent. In otherwords attack damage would be modified by a multiplier, between 0 and 1, depending how effective that weapon is against the opponent.

This could make areas such as BWM more interesting if, for example, daggers were fully effective against snakes but ineffective against gornauds. And if the fully effective weapon against a gornaud (a hammer,say) was ineffective against snakes...

At least then criticals would not be universally effective.

Re: Critical Hit Chance & Critical Hit Multiplier changes

Posted: Tue Feb 14, 2012 3:58 am
by nyktos
welcome to the boards! :D

great post!!!

makes me think of things like...

- blunt weapons beat heavy armors & Bark Skin-types
- piercing weapons beat chain mails & scale skin-types
- slashing weapons beat hides / skins & fabric-types

feel free to leave a five star rating!
more good feedback will move AT from a 4.7 to 4.8 rating...
respect where it's due, right? :D

just some thoughts... :twisted:
back to the highscore grind! :evil:

Re: Critical Hit Chance & Critical Hit Multiplier changes

Posted: Tue Feb 14, 2012 4:51 am
by Treadmore
Cheers :)

Great game and board here.

What's the rating thing?

Re: Critical Hit Chance & Critical Hit Multiplier changes

Posted: Tue Feb 14, 2012 4:59 am
by mirajp1
Treadmore wrote:Cheers :)

Great game and board here.

What's the rating thing?
Its the app rating in android market based on the stars u leave in your review there.
More rating helps to get AT more recognition

so Please leave 5 stars rating in market :)

Re: Critical Hit Chance & Critical Hit Multiplier changes

Posted: Tue Feb 14, 2012 5:11 am
by Treadmore
mirajp1 wrote:
Treadmore wrote:Cheers :)

Great game and board here.

What's the rating thing?
Its the app rating in android market based on the stars u leave in your review there.
More rating helps to get AT more recognition

so Please leave 5 stars rating in market :)
I got AT from fdroid - not sure I can rate in the market.

Maybe the prospect of a 5* review will be an incentive for v0.6.11 ;)

Re: Critical Hit Chance & Critical Hit Multiplier changes

Posted: Tue Feb 14, 2012 5:35 am
by Mino
Sarumar wrote:
oskarwiksten wrote: Some great suggestions that have been brought up that I think we should consider:
  1. Changing the "+1 dmg" option when leveling up to being only +1 on max damage range, and not on both min and max damage range.
  2. Changing the multiplier that is applied to a critical attack to be a random value between 1 and the player's critical modifier.
  3. Changing critical hits so that the damage multiplier only applies to base damage.
  4. Changing critical hits so that there can be at most one critical hit per fight
  5. Changing critical chance to a nonlinear function instead of just a linear percentage.
  6. Make certain classes of monsters totally immune to critical hits (for example, the "demon" class?)
Personally, I think I would prefer a combination of 1 and 5, since it would still keep the fun part in having critical hits (you can still get that massive damage attack), while still reducing the overpowered aspect of it (you will get that type of attack less often, and won't always be as powerful).
IMO 1,5 and 6 together will be nice solution.
My only issue with 1 is that it revises the entire attack system, not just critical hits. If that's the goal, then I'd still rather it not happen, but it would certainly make things more challenging to not have as high a guaranteed minimum. It would also make the Hard Hit skill more valuable since that also raises the minimum damage by +1.

But if the goal is just to balance out critical hit damage, then its going too far since it changes more than just the critical hit damage.

6 is good because new monsters to fight are good just for having new monsters to fight.

Re: Critical Hit Chance & Critical Hit Multiplier changes

Posted: Tue Feb 14, 2012 5:40 am
by mirajp1
Mino wrote:
Sarumar wrote:
oskarwiksten wrote: Some great suggestions that have been brought up that I think we should consider:
  1. Changing the "+1 dmg" option when leveling up to being only +1 on max damage range, and not on both min and max damage range.
  2. Changing the multiplier that is applied to a critical attack to be a random value between 1 and the player's critical modifier.
  3. Changing critical hits so that the damage multiplier only applies to base damage.
  4. Changing critical hits so that there can be at most one critical hit per fight
  5. Changing critical chance to a nonlinear function instead of just a linear percentage.
  6. Make certain classes of monsters totally immune to critical hits (for example, the "demon" class?)
Personally, I think I would prefer a combination of 1 and 5, since it would still keep the fun part in having critical hits (you can still get that massive damage attack), while still reducing the overpowered aspect of it (you will get that type of attack less often, and won't always be as powerful).
IMO 1,5 and 6 together will be nice solution.
My only issue with 1 is that it revises the entire attack system, not just critical hits. If that's the goal, then I'd still rather it not happen, but it would certainly make things more challenging to not have as high a guaranteed minimum. It would also make the Hard Hit skill more valuable since that also raises the minimum damage by +1.

But if the goal is just to balance out critical hit damage, then its going too far since it changes more than just the critical hit damage.

6 is good because new monsters to fight are good just for having new monsters to fight.
We can use 1 in game modes(easy normal and hard) so that this can be applied in hard mode

Re: Critical Hit Chance & Critical Hit Multiplier changes

Posted: Tue Feb 14, 2012 9:31 am
by nyktos
a big "+1" to Mino!!!

there are tons of game-breaking code-changes that could be made,
but choosing 'the right way to go about things' is crutial.

it is hard for me to suggest things at this piont,
but i like 3...
criticals founded on base damage.

Re: Critical Hit Chance & Critical Hit Multiplier changes

Posted: Tue Feb 14, 2012 11:44 am
by Antison
The best and easiest way to balance the critical #'s is to cap the critical skills!!
Leave everything else as is. Although creating monsters that are immune to critical hits is a great idea.