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Balancing a skill system

Discussions of the development process of the game.
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Mino
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android_version: 4.4 - Kitkat

Re: Balancing a skill system

Post by Mino »

Rambo wrote:Sorry, I may have been unclear. I meant, to choose a 10% exp skill over a 12%AC skill, in my eyes is sacrificing the 12%AC in hopes he can grind out levels faster . My point was that even though the exp boost may get you to, say, lvl 40 faster, a lvl35 character that used his skills in AC may actually be stronger(and have a smaler exp table than a lvl 40). 2 skill points in AC compared to 2 skill points in EXP, the guy that chose AC would be the equivalent to 5 lvls higher in combat.
Oh, I wasn't even thinking about that, in which case I think you're right, especially if the exp build gets dropped to 5% increase.

Either way, these new skills are a new reason to keep grinding by the cabin so I can have more skill points when the next update comes out (thanks also to Oskar for making it retroactive for those of us who have been playing for a while :D )

I'd probably mainly go with AC, the extra AP one, the critical hit/chance ones, and the drop chance ones.

Edit: I was thinking I might still use the extra XP skill as an overall investment since I can still increase my AC & AD from the level ups in between every 4th one. Also, it might be more helpful to people at higher levels when higher AC won't make as much of a difference (from what I've been reading in other topics).
Lvl: 206 XP: 159262572, Gold: 1657119, RoLS: 2, ElyR: 1, RoL: 1, ChaR: 2, GoLF: 1, ShaF: 6, SRoV: 1, VSH: 6, WMC: 1, GoW: 1
HP: 241, AP: 3, AC: 562%, AD: 116-130, CM: 3.0, ECC: 38%, BC: 139%, DR: 3

QL 25, MF 3

12/26/18
Pyrizzle
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Re: Balancing a skill system

Post by Pyrizzle »

I am really liking these new Bonus stats ideas that everyone has been posting.

I just hope that when these are added in that ppl who have higher level players will have the ability to add to the stats as well instead of loosing the points due to already being a high level.

I can't wait for V0.6.10! Any idea of when the next update will be released?

Great game guys! I can't put my phone down!
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Player Name:Pyro
Lvl:24XP:244KAP:2/10HP:80AC: 189%AD:13-21CHS:-6CM: 0BC: 20%DR:2
IF:2Reg:2FSDW:1

May Elythara bless you and light your path!

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taws34
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Re: Balancing a skill system

Post by taws34 »

oskarwiksten wrote: [*] Golddigger. Increases chance of finding gold in monster drops by 30%, and increases quantity of gold drops by 50% for each skill level. (up to the maximum amount that the monster drops)

In the US, the definition of Gold Digger is "A person who dates others purely to extract money from them, in particular a woman who strives to marry a wealthy man"


Possibly rename the skill to "Gold Harvest"?
Mino
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Re: Balancing a skill system

Post by Mino »

taws34 wrote:
oskarwiksten wrote: [*] Golddigger. Increases chance of finding gold in monster drops by 30%, and increases quantity of gold drops by 50% for each skill level. (up to the maximum amount that the monster drops)

In the US, the definition of Gold Digger is "A person who dates others purely to extract money from them, in particular a woman who strives to marry a wealthy man"


Possibly rename the skill to "Gold Harvest"?
No way, I think "gold digger" gives the game some humor and should be kept in.

Also, Pyrizzle - Oskar's posts mentioned that it would count out our levels and give us skill points based on that, so those of us who've been grinding to get a legendary item won't lose out (which I was very happy to see).
Lvl: 206 XP: 159262572, Gold: 1657119, RoLS: 2, ElyR: 1, RoL: 1, ChaR: 2, GoLF: 1, ShaF: 6, SRoV: 1, VSH: 6, WMC: 1, GoW: 1
HP: 241, AP: 3, AC: 562%, AD: 116-130, CM: 3.0, ECC: 38%, BC: 139%, DR: 3

QL 25, MF 3

12/26/18
Samuel
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Re: Balancing a skill system

Post by Samuel »

I did try the current developer version. The skills are awesome.

Some tweaks and issues:
1) Magic finder: I'm level 56 and I got 14 skill points. If I would put all 14 skillpoints to this skill this would result in chances of 1:1250 (instead of 1:10000) to get a legendary item. IMO this should be increased back to 100% or even 200%, 300% or 500%. (as the other skills are much more effective right now - and to reduce disappointments for all this disappointed players. ;-))

Code: Select all

#skillpoints magicfinder_chance resulting_chance
0            50                 1:10000
1            50                 1:6667
5            50                 1:2857
10           50                 1:1667

0            100                1:10000
1            100                1:5000
5            100                1:1667
10           100                1:909

0            200                1:10000
1            200                1:3333
5            200                1:909
10           200                1:476

0            300                1:10000
1            300                1:2500
5            300                1:625
10           300                1:323

0            500                1:10000
1            500                1:1667
5            500                1:385
10           500                1:196
In an hour of grinding you can get only around 200 kills of the specific monsters. :? So this would still result in hours of grinding. IMO 10 skillpoints are really much.

2) IMO corpse eater is far too strong. Perhaps it should only give a random value between 0 and skilllevel after each kill.

3) Hard hit should add 1-2, 0-3 or 2-2 to the AD. Compared to Weapon accuracy and dodge 1-1 is very low.
Or perhaps Weapon accuracy should be reduced down to 7 and dodge down to 5 points. They are pretty strong.
IMO these 3 skills should not be some of the best oportunities. (so players perhaps focus more on non combat skills - trading, xp, gold, magic,)

4) Adding a skillpoint to failure mastery currently results in a FC.
This line needs a change:

Code: Select all

case SkillCollection.SKILL_LOWER_EXPLOSS: return res.getString(R.string.skill_longdescription_lower_exploss, SkillCollection.PER_SKILLPOINT_INCREASE_EXPLOSS_PERCENT);
Like this:

Code: Select all

case SkillCollection.SKILL_LOWER_EXPLOSS: return res.getString(R.string.skill_longdescription_lower_exploss, SkillCollection.PER_SKILLPOINT_INCREASE_EXPLOSS_PERCENT, 100 / SkillCollection.PER_SKILLPOINT_INCREASE_EXPLOSS_PERCENT);
5) IMO the quest window should have its own tab too. (like skills have now)

6) Could the skill level up window be kept open? Currently the window closes when I add a skillpoint to a skill. Would be nice to be able to bulk-add skillpoints. ;-)

7) IMO better criticals should be reduced to 25% currently 4 Skill points in it quadruple your multiplier.
Level: 101, XP: 18780586, Gold: 358739
HP: 398, AC: 303%, AD: 84-95, AP: 4, ECC: 12, CM: -, BC: 13%, DR: 0
RoLS: 2, ElyR: 1, RoL: 1, ChaR: 1, GoLF: 1, ShaF: 1, SRoV: 2, VSH: 1, WMC: 0, GoW: 0
kendraso
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Re: Balancing a skill system

Post by kendraso »

Awwww I wanna test the Dev version...sad panda
Mino
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Re: Balancing a skill system

Post by Mino »

If this isn't all finalized yet, any chance of adding some kind of "Fatigue resistance" skill? Maybe similar to block chance so that the % of resistance goes against the Wyrm or trainer's chance of giving fatigue.
Lvl: 206 XP: 159262572, Gold: 1657119, RoLS: 2, ElyR: 1, RoL: 1, ChaR: 2, GoLF: 1, ShaF: 6, SRoV: 1, VSH: 6, WMC: 1, GoW: 1
HP: 241, AP: 3, AC: 562%, AD: 116-130, CM: 3.0, ECC: 38%, BC: 139%, DR: 3

QL 25, MF 3

12/26/18
Samuel
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Posts: 655
Joined: Wed Feb 23, 2011 3:35 pm
android_version: 2.2

Re: Balancing a skill system

Post by Samuel »

Good Idea. Should be magic resistance and I like it.

So it would reduce the chance by for example 10% to get an active condition.
2 skillpoints in it would lower the chance to get fatigued to 40%. (instead of 50%) There should be a max of around 80% magic resistance
Level: 101, XP: 18780586, Gold: 358739
HP: 398, AC: 303%, AD: 84-95, AP: 4, ECC: 12, CM: -, BC: 13%, DR: 0
RoLS: 2, ElyR: 1, RoL: 1, ChaR: 1, GoLF: 1, ShaF: 1, SRoV: 2, VSH: 1, WMC: 0, GoW: 0
oskarwiksten
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Re: Balancing a skill system

Post by oskarwiksten »

Thanks for testing. I have now also added prerequisites to some of the skills that might have been overpowered. In order to level up a skill to its next level, you must fulfill all prerequisites.

Currently, the following prerequisites are implemented:
  • Bark skin: Every level of this requires 10 experience levels, and a block chance of 15 per level. For example, this means that in order to be able to upgrade to level 3 of Bark skin, you must be at least level 30 and have BC greater or equal to 35.
  • Better criticals: Every level of this requires one corresponding level of More criticals.
  • Combat speed: Every level of this requires 15 experience levels. It also has a max level of 2.
  • Cleave: Every level of this requires one corresponding level of both Weapon Accuracy and Hard hit. For example, this means that in order to reach level 3 of this, your skill level in Weapon Accuracy must be at least 3, and Hard hit must be at least 3.
  • Corpse Eater: Every level of this requires your max HP to be (20 + skillLevel * 20). For example, to be able to upgrade Corpse Eater to level 3, your max HP must be (20+3*20) = 80.
  • Fortitude: Every level of this requires 5 experience levels.
  • Regeneration: Every level of this requires one corresponding level of Fortitude and also your max HP to be (skillLevel * 30). For example, to reach level 3 of Regeneration, you must have at least 3 levels of Fortitude and at least 3*30=60HP.
2) IMO corpse eater is far too strong. Perhaps it should only give a random value between 0 and skilllevel after each kill.
I haven't playtested it yet, but my intention was that we place enough prerequisites on it to make it worthwhile for the higher levels. In my view, this requirement makes having high levels in this skill hard but not impossible to obtain: HP>=(20+skillLevel*20).
4) Adding a skillpoint to failure mastery currently results in a FC.
Fixed.
5) IMO the quest window should have its own tab too. (like skills have now)
Done.
6) Could the skill level up window be kept open? Currently the window closes when I add a skillpoint to a skill. Would be nice to be able to bulk-add skillpoints. ;-)
Only applicable if you have several available skill points, which should be rare. Very low prio IMO.
7) IMO better criticals should be reduced to 25% currently 4 Skill points in it quadruple your multiplier.
Done.
/Oskar
oskarwiksten
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Re: Balancing a skill system

Post by oskarwiksten »

taws34 wrote:In the US, the definition of Gold Digger is "A person who dates others purely to extract money from them, in particular a woman who strives to marry a wealthy man"
Possibly rename the skill to "Gold Harvest"?
Thanks for the heads-up. How about "Treasure Hunter" ?
/Oskar
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