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Heroes Community > Tavern of the Rising Sun > Thread: HC Carnage - War house
Thread: HC Carnage - War house This thread is 17 pages long: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 · «PREV / NEXT»
DarkCrystal
DarkCrystal


Promising
Supreme Hero
Staright out of line
posted April 12, 2009 06:40 PM
Edited by DarkCrystal at 18:40, 12 Apr 2009.

Quote:
Block is different. Notice the different damage calculation.
Well, I was going to confirm new damage calculating, damage = attack - defense, because at the current way attack was overpowered. (Same with Spell Power) But I don't know how would Evasion do. It's his game now.
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RedSoxFan3
RedSoxFan3


Admirable
Legendary Hero
Fan of Red Sox
posted April 12, 2009 07:07 PM

Another idea:

Berserk - +3 attack, -2 defense, -2 agility

Particularly effective against casters, but not all that helpful against other fighters.
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DarkCrystal
DarkCrystal


Promising
Supreme Hero
Staright out of line
posted April 12, 2009 07:12 PM

Quote:
Another idea:

Berserk - +3 attack, -2 defense, -2 agility

Particularly effective against casters, but not all that helpful against other fighters.
It makes sense, but ability is not fitting the game mechanics. I mean that this ability is preparing-like, but it should be combat ability.
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RedSoxFan3
RedSoxFan3


Admirable
Legendary Hero
Fan of Red Sox
posted April 12, 2009 07:15 PM

No it is a combat ability.
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DarkCrystal
DarkCrystal


Promising
Supreme Hero
Staright out of line
posted April 12, 2009 07:19 PM
Edited by DarkCrystal at 19:20, 12 Apr 2009.

Quote:
No it is a combat ability.
No, you don't understand. Imagine that you prepair Berserk and your stats changes. Next action is for example attack. And next action makes you to loose the effect of previous action (this is game mechanics). So Berserk will not affect attack. That's what I mean.
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RedSoxFan3
RedSoxFan3


Admirable
Legendary Hero
Fan of Red Sox
posted April 12, 2009 07:22 PM
Edited by RedSoxFan3 at 19:28, 12 Apr 2009.

No berserk is included with the attack.

Here's an example:

Johnny has 5 attack, 5 def, 5 agility, and uses berserk.

Bob has 7 attack, 2 def, 4 agility, and attacks.

Bob has higher initiative and goes first, but because Johnny is preparing berserk for that round, the stats are already modified.

Bob has higher agility 4 > (5 - 2) and is guaranteed to hit.

Bob hits Johnny for 7 - 3 = 4

Johnny then attacks Bob, with a 75% chance to hit (3/4). He deals 6 = (5 + 3) - 2 damage. As you can see this isn't very effective against another fighter.

However it will work very nicely against a spellcaster.
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RedSoxFan3
RedSoxFan3


Admirable
Legendary Hero
Fan of Red Sox
posted April 12, 2009 08:09 PM

I'll help work on proposing the spell damage calculations.


Battle spells
Most of battle spells are working on the Spell Power and Magic Resistance. Spell Power is same sa attack and Magic Resistance is same as Defence in that case.

Note: if enemy's "reduced" Magic Resistanse is higher than Spell Power and spell doesn't use defence, spell will not make damage.

1st level

Energy Orb


Makes a damage to your opponent
Damage = Spell Power - Magic Resistance(enemy's)
Mana cost: 1

Magic Fist


Use Defence instead of Magic Resistance
Damage = Spell Power - Defence(enemy's)
Mana cost: 1

2nd level

Fireball


Makes a high damamage to opponent.
Damage = Spell Power - 0.75*Magic Resistance(enemy's)
Mana cost: 3

Lightning


Makes a low damage to multi opponents.
3 opponents
Damage = Spell Power - 2Magic Resistance(enemy's)
2 opponents
Damage = Spell Power - 1.5*Magic Resistance(enemy's)
1 opponent
Damage = Spell Power - Magic Resistance(enemy's)
Mana cost: 2

3rd level

Ice Bolt


Use Defence as well as Magic Resistance. Reduce enemy's Defence with 1 point by each spell. Using Ice Bolt three times at one person in one battle can freeze him (watch cursing magic).
Damage = Spell Power - (0.5*Magic Resistance + 0.5*Defence)
Mana cost: 4

Wasp Swarm


Use Defence instead of Magic Resistance. Summon a wasp swarm which makes damage to opponent and then makes a low damage after next three enemy's actions.
First Damage = Spell Power - Defence
Next Damage = Spell Power - 2*Defence
Mana cost: 5

4th level

Stone Spikes


Deal damage to an enemy and reduces enemy's attack and defense by 2 and reduces enemy's agility by 1.
Damage = Spell Power - (0.4*Defence + 0.4*Magic Resistance)
Mana cost: 6

Divine Strike


Makes Gods to strike target. Damage depend from enemy's bless status.
Rejected
Damage = 1.25*Spell Power
Defector
Damage = Spell Power
<No status>
Damage = Spell Power - 0.5*Magic Resistance
Dedicated
Damage = Spell Power - Magic Resistance
Zealot
Damage = Spell Power - 1.5*Magic Resistance
Templar
Damage = Spell Power - 2*Magic Resistance
Archon
Damage = 0
Divine Hero
Damage = 0
Mana cost: 7

5th level

Explosion


Makes very high damage.
Damage = Spell Power
Mana cost: 10

Armageddon


Makes a high damage to all fighters including caster himself.
Damage = Spell Power - 0.75*Magic Resistance
Mana cost: 10
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DarkCrystal
DarkCrystal


Promising
Supreme Hero
Staright out of line
posted April 13, 2009 02:33 PM

About bersrek, maybe rename it to wrathful attack and make it go along with attack? So if somebody uses this action, his stats changes and then he immidiately attacks and the effect looses with next action.

About spells, it's good, but I think that Explosion should deal Spell Power - 0.25*Magic Resistance damage.
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RedSoxFan3
RedSoxFan3


Admirable
Legendary Hero
Fan of Red Sox
posted April 13, 2009 04:19 PM
Edited by RedSoxFan3 at 16:26, 13 Apr 2009.

Alright, I think we need to establish some way in which to nerf mages.

I think the resistance change is a good start, but when you consider that fighters need at least 5 agility where as mages only need 2 mana.

The first nerf that I think would make the game interesting is the counterspell, which I've described before, I think there are some essential requirements to make this work properly.

Counterspell - Attempt to counter a spell coming from a target enemy. If that player tries to cast a spell this round, you have a chance to counter it as it is cast. The chance to counter is based on your magic resistance and the enemy's spell power.

Possible chance to counter = magic resistance/spell power

Possible Additional Effects to Counterspell:

1.) If the spell is successfully countered, you will deal damage to the caster equal to your spell power.

2.) If the spell is successfully countered, the player will be silenced for a number of rounds based on spell power.

Silence duration = spell power/4

3.) If the spell is succesffully countered, the player will lose mana equal to the cost of the spell that was attempted to be cast. (So mana will be spent when it begins to be cast, then loses more mana)

Other Ideas for Nerfing Casters:

1.) Increase cost of energy orb

2.) Remove Magic Fist and all spells that are based on opponents defense

3.) Give spells a chance to be 'dodged' by means of agility. Chance to dodge = 0.5*(agility/spell power). So suppose the mage has 10 spell power. Anyone with 1 agility will have a 5% chance to dodge the spell. A player with 11 agility will have a 55% chance to dodge the spell.
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Aculias
Aculias


Responsible
Undefeatable Hero
Pretty Boy Angel Sacraficer
posted April 13, 2009 05:14 PM

Hey you know once a month we should have a tournament.
Everyone who is playing can sign up.
Have an elimination tournament & the last man standing can win experience etc.
Maybe make a new thread only for tournies.
Of course one or all the gods can choose who will face who then the next person after etc

What do yall think?
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Ednaguy
Ednaguy


Supreme Hero
My water just broke! No, wait.
posted April 13, 2009 05:16 PM

Quote:
3.) Give spells a chance to be 'dodged' by means of agility. Chance to dodge = 0.5*(agility/spell power). So suppose the mage has 10 spell power. Anyone with 1 agility will have a 5% chance to dodge the spell. A player with 11 agility will have a 55% chance to dodge the spell.


Maybe this shouldn't be added to every spell, but to spells like "Magic Fist" and "Wasp Swarm", since you would be more probable to dodge a wasp swarm than, i.e. a lightning bolt.
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RedSoxFan3
RedSoxFan3


Admirable
Legendary Hero
Fan of Red Sox
posted April 13, 2009 05:21 PM

Well I was thinking that you could probably dodge a fireball or energy orb if you were fast enough. To dodge a lightning bolt, probably not. But I think that some spells could be dodgable.
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Aculias
Aculias


Responsible
Undefeatable Hero
Pretty Boy Angel Sacraficer
posted April 13, 2009 06:32 PM

Cant we begin with 20 health then just 10.
Pretty lame when I die without even giving out a command LOL.

It would make the match longer & more interesting.
All you have to do is say Orb or attack & boom thats it lol.

I think there should be more health to start with ?
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Ednaguy
Ednaguy


Supreme Hero
My water just broke! No, wait.
posted April 13, 2009 06:43 PM

20 hp is a good idea, as it would limit casters abilities, as they'd be more probable to run out of mana.
Quote:
Well I was thinking that you could probably dodge a fireball or energy orb if you were fast enough. To dodge a lightning bolt, probably not. But I think that some spells could be dodgable.

This would add more diversity to the spells

Now where's evasion?
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"Edna, there's a special, tiny, tiny place in hell, waiting just for you... "

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Ednaguy
Ednaguy


Supreme Hero
My water just broke! No, wait.
posted April 13, 2009 06:52 PM

Quote:
YOUR HELP AND CONSIDERATION IN THIS MATTER IS GREATLY APPRECIATED

If there's no free stuff or no chances of winning anything I won't bother
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"Edna, there's a special, tiny, tiny place in hell, waiting just for you... "

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RedSoxFan3
RedSoxFan3


Admirable
Legendary Hero
Fan of Red Sox
posted April 13, 2009 06:55 PM

I think adding some sort of randomization would benefit this game a lot. As of right now, damages are too exact. We need some luck involved to keep things exciting. I shouldn't be able to calculate out in my head that I'm going to kill a person on turn 1 or 2 in every single game.

So here I have some proposals for how to make things more exciting.

1.) Damage Modifier Rolls
This completely depends on the spell, weapon, or style of attack.

Let's say your garden variety damage modifier roll looks like this.

Min = -50; Max = +50

Now let's say that your attack is 10 and your enemy has 8 defense. And you roll a +25.

Damage = Attack * DMRoll - Defense = 10 * 1.25 - 8 = 12.5 - 8 = 4.5 = 5

Now let's say that you roll a -43.

Damage = 10 * 0.57 - 8 = 5.7 - 8 = -2.3 = 0

2.) Miss Modifier Rolls
This also completely depends on the spell, weapon or style of attack.

The garden variety miss modifier would look like this.

Min = -10; Max = +10

Now let's say that you roll a -5. This decreases your chance to hit by 5%. So suppose that you have 11 agility and your opponent has 1 agility. When you attack, you and roll a -5 MMRoll, you now have a 5% chance to miss that attack.

Now let's say you have 1 agility and your opponent has 10. Normally you'd have a 10% chance to hit. But after rolling a -10, you have no chance of hitting him.
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Ednaguy
Ednaguy


Supreme Hero
My water just broke! No, wait.
posted April 13, 2009 06:57 PM

I think agility is random enough as it is, and it would be even more work for the Gods, but I like the idea of a damage range
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"Edna, there's a special, tiny, tiny place in hell, waiting just for you... "

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Evasion
Evasion


Famous Hero
Groovy!
posted April 13, 2009 07:21 PM

I'm thinking... Well, what about a couple of new spells? Would that be OK, guys? So you would have lots of choices?

And skills, is that OK? Like Magic Schools in heroes
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R

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Ednaguy
Ednaguy


Supreme Hero
My water just broke! No, wait.
posted April 13, 2009 07:24 PM

Sounds great, but IMO we should deal with the balance issues a little before adding new stuff to the game.
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"Edna, there's a special, tiny, tiny place in hell, waiting just for you... "

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Evasion
Evasion


Famous Hero
Groovy!
posted April 13, 2009 07:34 PM

Argh, and I've wrote lots of stuff already -.-
I'll update them later, write the stuff and see what you'll think about it.
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R

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