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Melee damage and how to fix it!

 
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Mister Black



Joined: 03 Sep 2016
Posts: 10

PostPosted: Mon Sep 12, 2016 7:00 pm    Post subject: Melee damage and how to fix it! Reply with quote

Just something I've noticed speaking with others who have continued to play and after doing a few comparisons since returning to play, melee damage is continuing to grow out of control. Now it was already pretty ridiculous previously but with the new weapons and the improvement to the dual wield tree it is pretty clear that the current meta is entirely melee or melee hybrids.

In a world where melee can easily put out double to triple the damage every round of a caster and many of them have all the casting utility they need from being a hybrid class I think it is past time to do something about the discrepancy.

If it is the desire of the imms that all players be doing around 600 damage around average then spells need a massive boost in some way. Higher dice (d12 base rather than d6) will keep the spell damage random but give far more competitive numbers and adding in some kind of crit capability where spells will do their max damage or double damage would actually make them worthwhile in a party environment as well as a danger in pk.

If we like where caster damage is and want to lower melee damage(likely the better choice) we have a few choices here. Nuke all weapon damage bonuses, they are already getting them from the enchantment which can be increased.

Lower the amount of attacks melee gets, this will cut down on spam and significantly reduce damage output.

Reduce the damage increase on the capstone melee feats, these are one of the worst offenders for multiplying damage out of control.

Just a few ideas that might help, feel free to share your own!
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saide
Immortal


Joined: 18 Mar 2007
Posts: 381

PostPosted: Tue Sep 13, 2016 12:40 am    Post subject: Reply with quote

I've implemented damage tracking today. I've been meaning to do this for awhile, the idea being so that we can hopefully see how much damage players are doing and how much damage mobs are doing.

The eventually goal being a better way to balance areas.

In my ideal world every area would be challenging, but doable. Some of them would require a party, others would not, but they would be doable regardless of class. Obviously we are not quite there yet. There are some areas which need tweaking and some classes that do as well, also some feats, etc.

I am going to be paying close attention to the numbers in the next few days/week or so - I will be working this weekend, but maybe Sunday I can review and see what it looks like by then.
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Mister Black



Joined: 03 Sep 2016
Posts: 10

PostPosted: Tue Sep 13, 2016 10:12 am    Post subject: Reply with quote

Awesome, thanks Saide!
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saide
Immortal


Joined: 18 Mar 2007
Posts: 381

PostPosted: Tue Sep 27, 2016 2:04 pm    Post subject: Reply with quote

I've nerfed melee damage somewhat overall.

The most important part of the change is that now the numbers can be edited on the fly without needing a reboot Smile

I know this is probably a band aid for a much larger problem. I think we desperately need some balance. For awhile, in my opinion anyway, it seems like the game has got progressively easier. Some of this is related to new items, some of it is related to feats and the ways that they impacted the game, without a balancing of areas to go along with their introduction.

I am going to be whittling away anyway, working to at least fix some of the issues - though be warned it's going to be a work in progress - I'm in graduate school now and my time is split most days.
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Verbannon



Joined: 30 Sep 2013
Posts: 398

PostPosted: Mon Oct 10, 2016 7:48 am    Post subject: Reply with quote

Thats sounds good, way to go!
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cyric
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Joined: 17 Nov 2006
Posts: 291
Location: Singapore

PostPosted: Tue Oct 11, 2016 10:59 am    Post subject: Reply with quote

How to fix melee damage:

1. Determine how many rounds you want things to last against heavy hitters of similar level, lower level, and higher level.
2. Examine average hit points vs average damage dealt (taking into account defenses) by level.
3. Adjust Damage, defense, and/or hit points to bring them in line with your conclusions from #1, by adding new items, updating npcs, or adjusting existing feats/abilities.
4. Periodically recalibrate as new abilities are brought into the game.
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