Rifleman Archive

Thread: Two Big General Combat Issues

Noules000
Thu Sep 18, 2003 7:43 pm
#1

Could we please get this (or these issues) posted on the Correspondant Forum? Both of these need to be fixed in order for the proposed combat changes make any sort of sense.






Issue 1) The speed equation. Currently, reverse-engineering shows us that the net delay equation is


Net Delay= (Weapon Delay) * (1 - Speed)


where 'Speed' is the weapon speed skill mod expressed as a percentage (+100 = 1 Speed, +50 = 0.5 Speed). Specials have a delay modifier which is multiplied to the Net Delay to give us the Net Special Delay. Both Net Delay and Net Special Delay are capped when actually used in game at 1.0s.


Here are two examples why this is a problem:


Case A) Going from +0 to +10 speed:


Your delay goes from 100% to 90%. This increases your DPS by 11% (100/90), due to *DPS being inversely related to the delay*.


Case B) Going from +80 to +90 speed:


Your delay goes from 20% to 10%. This increases your DPS by 200% (20/10).


Obviously, this is a problem.


Solution 1) Make the speed equation linear DPS in speed mod.


Net Delay = (weapon delay)/ (1 + Speed)


where again 'Speed' is the weapon speed mod expressed as a percentage. This means +10 speed mod will always increase your DPS by 10% of your base DPS. This means you can properly adjust loot and skill bonuses without having to worry about what their current value is. It also means speed mod becomes equivalent to 'melee weapon damage' mods, accuracy mods, and defense mods, which all work linearly to DPS. Speed is only a problem because it works differently from every other mod in the game.


Simply capping speed or the speed mods doesn't fix the problem: in either case, speed bonuses are either way too important or worthless depending on where you cap and how much bonus they already have. Other bonuses don't suffer from an arbitrary limit.






Issue 2) AR on weapons do not work under certain circumstances


In particular, if the target has a vulnerability to the weapon type, the target AND the weapon are treated as being AR 0, with no resists, i.e. the weapon does 100% damage, even if the weapon's AR is not 0. This leads to the curious situation where a weapon can do MORE damage against a target that isn't vulnerable. Example:


Acid damage (AR1) on a acid vulnerable mob (naturally AR 0): 100% damage (both are treated at AR 0, with 0 resists)


Acid damage (AR1) on a 10% acid resist mob (naturally AR 0): 112.5% damage (125% from AR1 weapon on AR0, then 90% of that due to resists)


This is obviously a bug as a -resistant- mob takes more damage than the vulnerable.


Solution 2) A vulnerable mob should be treated as AR 0, 0% resist, but the weapon should retain its AR.





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