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#ActualOsidlus

Posted 23 August 2013 - 05:09 PM

thx for the reaction, I dont find the case difficult to balance...

 

lets assume for the simplification they both have same life pool (if not the damage of the opposal character would be adjusted by their life ratio) and are meelee (now the range and movement speed would play a role). So than all you need is to carry about is DPS. Oh the faster character has a dodge x% ? Not a problem that mean his life pool should be taken as adjusted by 1/(1-x/100) and therefore the damage of the slow character rises based on the life ratio.

 

For a measurement how the system is doing I think it would be nice to construct a probability density curve based on the survival's % rest life. On left from the center there can the fast guy on the right there can be the slow guy. So from the measurement the variable would be 0 to 100%. And over it (as a Y axis) occurence(occurence/number of tests =probability). Balanced system should have same weight under the curves (fast guy's curve and slow guy's curve). And those systems that that have lots of density or occurence close to zero are race to death systems.


#1Osidlus

Posted 23 August 2013 - 04:43 PM

thx for the reaction, I dont find the case difficult to balance...

 

lets assume for the simplification they both have same life pool (if not the damage of the opposal character would be adjusted by their life ratio) and are meelee (now the range and movement speed would play a role). So than all you need is to carry about is DPS. Oh the faster character a dodge x% ? Not a problem that mean his life pool should be taken as adjusted by 1/(1-x/100) and therefore the damage of the slow character rises based on the life ratio.


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