RawSugar wrote: ↑24 May 2022, 20:40 goblins deal 1-9 damage (avg 5), this is raised by 5^0.25=1,49 it now deals 1-13 rather than double = 2-18
gold dragon deals 16-128 (avg 72), this is raised by 72^0.25=2,9 it now deals 47-374 rather than double =32 -258
I'd rather find something even steeper so goblin deals somewhat less and dragon somewhat more, if this approach or something similar is possible? [my guys are now level 51 and clearing alamos without difficulty, i think ill pause that game until hopefully we find a way to raise mid to late gme difficulty]
Make sense. The monster table is open. So we can plug in any values we like. I like the idea.
RawSugar wrote: ↑24 May 2022, 20:40 Formula: goddammit i wracked my brain trying to find that progression^^ ^0.7 is much simpler:) and yeah i added a tab to show the progression of the formula. Both are fine and very close in value until ~10 but already at 30 the SQRT is too low imo and you can see in higher levels it becomes unsustainable. casting a spell for 108 to do ~250% more damage than a 12 mana spell is a really bad deal.
at +365% damage for +700% cost i can begin to see a decent tradeoff between DPS and DPM
SQRT is same as ^5 and you want to use ^7. So, obviously, you are overtaking SQRT.
I am fine with idea. Personally, I felt too restricted with whole numbers being to close to each other. Now we will have a little more room. As usual, keep in mind, though that this need to be verified against physical damage and monsters to not become OP.
RawSugar wrote: ↑24 May 2022, 20:40 Poison/physical: I didnt come up with those numbers they are apparent (give or take) in the damage values in vanilla, i just continue to use them because i agree - and i guess its another design philosophy debate; i much prefer for all spells to be equally good in different ways that gives me freedom to choose. In a scheme where one is better I get a brief satisfaction from figuring out which buyt then i feel compelled to use that one, bad balance reduces game freedom the way i play games (compulsive min/maxing).
they dont hit the same, but if a spell is often reduced by resistances it should be doing more damage in other cases so the average is the same, certainly when players dont have access to all spells (at same rank)
You are probably right. It is not a great importance to me anyway.
RawSugar wrote: ↑24 May 2022, 20:40 spreadsheet
column A:H should be selfevident, just basic stats
column I is just a demarcation before computations
Column J computes the damage at rank 25/master
column K modifies this damage to adjust for the modifiers mentioned (damage type, multishot, AOE), to see the "unmodified" damage
column L computes expected damage based on spell cost^0.7*25 for rank
colum M compares the modified damage with expected damageto see if spell is above or below curve
subsequent columns do the same for SQRT at rank 25 and rank 4/expert with ^0.7 (i didnt bother to change the formula yet, kinda sore about that one
Got it. Sorry, too busy today and tomorrow. Will check it in more details later. Thank you for composing it.