Captain
Join Date: Jul 2012
Posts: 2,086
Right now we have an overly convoluted system to determine if a weapon hits a ship that is extremely binary in nature. You tend to find yourself in one of two situations where you either never miss because you stacked the crap out of accuracy and your target's defense is low, or your trying to shoot an escort in PvP with buffs and only see the word 'miss' twenty times in a row.

I would like to instead suggest a revamp using a mechanic that I think is gold from Torchlight 2. Here is how it would work:

Defense: Increase the chance of a glancing hit. A glancing hit only deals 25% damage before mitigation. Base 10% chance increasing to a cap that can never be reached of say 80%.
Accuracy: Increases the damage dealt with a glancing hit, to a cap of 75% damage that can never be reached.

And there you go! Now you can make that system function in PvE without fear and it would make the optimum math much more interesting on weapon modifiers. As for accuracy overflow it will not be needed as there should always be a chance for a glancing hit.

And going along with that wouldn't it be nice if the weapon types had a bit more variety to them? This is what I propose:

Beam Array: Base damage for glancing hits increased to 40%
Dual Beam Bank: Base damage for glancing hits increased to 30%, increased proc chance
Dual Heavy Cannon: Shield resist penetration 40%
Dual Cannon: Shield resist penetration 20%, Base damage for glancing hits increased to 30%
Cannon: Shield resist penetration 20%, increased proc chance
Turret: Shield resist penetration 20%, Base damage for glancing hits increased to 30%
*numbers are for example use only and would need modified.

Shield resist penetration? Simply put the amount of possible resistance on shields is getting out of hand and it is causing issues I will go into more detail with in a later post. A % penetration will help to counter this and expand game play options both in PvP and PvE. The mechanics would be simple, if you had a shield resistance of 50% and I fired my weapon at you dealing 100 raw damage it would be reduced to 50 damage. If it was a dual heavy cannon with this system though your resistance against the attack would be reduced from 50% down to 30% and you would take 70 damage. This should also appear as a mod on weapons just like [Dmg] etc.

These changes would make the 'to hit' roll less binary or annoying for the average player and more interesting for those who seek to min-max. At the same time you would make some weapons more effective against fast moving targets and others better against heavily defended targets adding more effective options to the game. An escort packing Dual Cannons would have a slight edge against another escort, while the one sporting Dual Heavy Cannons will make that tac captain in the cruiser wish he was an engineer! Until he activates AP:A, evasive, and DEM with his 7 beam arrays anyway.

Relative Value?
I want to go into a bit more detail about this. Right now in the current system you always want more defense, more accuracy, and more resistance. Their relative value can only be increased by your abilities and are not typically directly effected by the enemy. More shield resistance means more damage before your shield fails everytime, more accuracy means more damage no matter the situation.

With the changes I propose the values of some things will be directly influenced by what the enemy has. Accuracy will be much more beneficial for you to have IF the enemy has a high defense value, and by extension defense will be less beneficial if the one shooting at you has a high accuracy. The shield resist and penetration would be similar. This mechanic style is seen in many highly competitive pvp games.

Extending it to Science/Exotic
Right now science boff abilities, skills, ships and gear are a mess. And they always have been. They are always either way too strong, or so weak they are pointless because of how the scaling works. If we instead use a system that has 'relative value' this can be solved very easily and form a solid foundation for these abilities now and in the future. It will involve three components to modify effects.

Example Skill Energy Siphon (numbers made up for ease of example)
Effect: Drains 40 energy from target and gives it to you.

-Flow Capacitors (Skill Mod): Lets assume it grants a 25% increase to the effect. So at 100 skill you would go from 40 drain up to 50
-Power Insulators (Resist Mod): So lets just say we want it to have standard resistance values like armor so the formula would be (skill mod)/(100 + skill mod) so at 100 skill we gets 50% resistance and against us someone with 100 flow capacitors would drain 25 energy from us.
-Drain Enhancer Console (Resist Penetration): Lets just say a blue Mk 11 would grant us 25% like damage console mods do. So now if we had 100 flow capacitor skill and used the ability against a target with 100 power insulator the ability would drain:
40 (base drain) * 1.25 (skill mod) = 50 effect before resistance
100 (base resist) * .75 (resist penetration) = 75 modified resistance value
75 / 175 = .428 modified resistance %
50 - (50 * .428) = 28.5 final drain amount.

This gives us 3 values that are all relative to one another. The higher the skill mod the better your drain would be, unless the target has resistance. Then it would depend on how high the resistance is on if penetration would be better or a higher skill mod with your console slots. In addition a defenders resistance value is relative to the penetration amount.

Now don't get me wrong, this would not be a magic bullet fix it, but it would be a much better foundation then the current system where half the time the resistance has very little or at times no relation to the skill modifying the ability! Like where the resistance reduces the duration and the skill increases the effect (WHY!?!?!)
Lt. Commander
Join Date: Jul 2012
Posts: 176
# 2
09-26-2012, 02:19 PM
While I don't agree with some of your thoughts(shield resist have nothing on escort DPS or escort defense stats) and copyright law says "no" it's a neat system. Props on playing torchlight 2. I've been dying to get it but my game backlog is to large to justify spending any cash on a new game right now.

[rant]
It seems that as time goes on all ship weapons need a balance pass. DC's are worthless compared to DHC's, energy drain on beam weapons is a touch too high(considering that weapon power drain is no longer affected by skills), torpedoes kill your DPS if you don't use their associated tac powers and tac consoles should have diminishing returns just like armor consoles.
[/rant]
Captain
Join Date: Jul 2012
Posts: 2,086
# 3
09-26-2012, 03:11 PM
Quote:
Originally Posted by razellis View Post
While I don't agree with some of your thoughts(shield resist have nothing on escort DPS or escort defense stats) and copyright law says "no" it's a neat system. Props on playing torchlight 2. I've been dying to get it but my game backlog is to large to justify spending any cash on a new game right now.

[rant]
It seems that as time goes on all ship weapons need a balance pass. DC's are worthless compared to DHC's, energy drain on beam weapons is a touch too high(considering that weapon power drain is no longer affected by skills), torpedoes kill your DPS if you don't use their associated tac powers and tac consoles should have diminishing returns just like armor consoles.
[/rant]
Copyright law? You cannot copyright game mechanics and believe me torchlight 2 is not the first game to use that style of math it is just what light mah lightbulb. And last I heard from pvp fans, and my own personal experience, if a cruiser doesn't want to die it won't.
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