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  1. For: Level 20 and up
  2. Subject: Blog Post - Duende - 1/23/18 - Spell Damage Caps
  3. Posted: Tue Jan 23 16:38:06 2018
  4. We recently completed one of the Immortal for a Day days, which was
  5. productive and enlightening, and will be the topic of a later blog post.
  6. However, one of the topics that arose centered around some observed damage
  7. not matching the speculated damage, and possible reasons for it. We spent a
  8. few hours debugging and correlating damage sources and damage output, and
  9. discovered that while the complaint was accurate, it was based on something
  10. expected and described, but which might be currently underappreciated. So
  11. the topic of this blog post will be magical damage caps.
  12.  
  13. We have about 100 spells that qualify as nukes; spells whose primary effect
  14. is a one-time burst of damage. Nearly all spells differ in some way in
  15. their implementation, but the general shape of them is thus:
  16.  
  17. All nukes have a base damage amount and a damage type, visible in their help
  18. files, like `*Deals flames (3.1 base) damage.`. That base damage receives a
  19. generic 'adjustment', which looks like halving damage in pk, reducing damage
  20. further in pk-half-damage rooms, increasing the damage on the faerie plane
  21. dealt from faeries to non-faeries, etc. There is an additional damage
  22. coefficient which multiplies the damage by a lookup based on the caster's
  23. level; this coefficient ranges from *2 at level 1, to *80 at level 100, to
  24. *180 at 250, to *550 at level 500. In our example spell Fireball, there is
  25. an additional 'fireballs' multiplier, which is typically 1 but has a (caster
  26. level/350) chance to have 2 fireballs, effectively dealing double damage.
  27. Fireball's skillpower is to increase the damage by (skillpower%), so that
  28. also modifies the amount of damage. The amount of damage dealt is then fed
  29. into saves-against checks, which has a ton of components.
  30.  
  31. The saves-against checks for fireball takes the product of the spell's
  32. damage type and adds the caster's bonuses: (+fire-damage-prcnt). After
  33. adding the caster's bonuses, it takes into account all of the victim's
  34. bonuses: resistance to fire (-25); vulnerability to fire (+25); global save
  35. bonuses; resistance stats (-fire-prcnt); SVS (too complicated for this).
  36.  
  37. After all of the bonuses are calculated, that is the final damage output
  38. from the fireball spell, and similar occurs with all other nukes. However,
  39. the 'final damage output' is then subject to additional constraint- for
  40. sanity's sake, and to prevent anything really crazy from occurring, skills
  41. have individual damage caps. Because one of the first calculations in
  42. determining damage places heavy emphasis on caster level, it's totally
  43. plausible that a mis-set skill could deal enormous amounts of damage
  44. incorrectly, and the caps were presumably meant to prevent that.
  45. Unfortunately, while they succeed in that, they were probably mis-tuned, so
  46. instead of only coming into play at 150% of the anticipated damage output or
  47. something, lots are set at 80% of the damage output, meaning a level 200
  48. would deal the same damage with the spell as an archon. Fixing this is
  49. relatively straightforward, but won't be possible for a few months, as it'll
  50. take lots of testing and refinement.
  51.  
  52. We could remove damage caps, but that would have adverse effects on players,
  53. as exemplified by a few spot-checks. It turns out that firebolt hurts a
  54. lot, but is capped at dealing 5k damage- it turns out without the damage
  55. caps, it would deal about 12k damage, a hit which few could survive.
  56. Tweaking the values upward would help make the math add up, but that benefit
  57. isn't worth the risk of commensurate increased damage, like the
  58. aforementioned firebolt. We could determine what, for each spell, the
  59. intersection of damage-cap at archon and base-damage would be, but that
  60. would lower the damage for lower levels in ways that may not be desirable.
  61. We may decide the caps are weird as-is, and simply display messages to
  62. players when they hit the caps, the way that imms can see with debug right
  63. now. The eventual answer probably lies somewhere in the middle, but
  64. requires more study regardless. Because that study will require time, and
  65. the implementation moreso, and we're probably a good month+ away from next
  66. reboot, the easy answer is to simply publicize the caps, and let everyone
  67. determine how to proceed on their own. I'm sure there'll be some feedback
  68. on this, which #troll might be the best outlet for.
  69.  
  70. -Duende
  71.  
  72. acid blast: 500 acid breath: 850 abjure: 450
  73. air evocation: 500 acid mist: 2000 airblast: 1500
  74. animate weapon: 3500 backstab: 3500 bash: 5000
  75. battle rage: 1000 burning ember: 2250 bathe: 500
  76. bleakness: 1000 call lightning: 1200 cause light: 200
  77. cause serious: 350 chill touch: 350 cure blindness: 750
  78. cure critical: 750 cure light: 350 cure serious: 550
  79. chain lightning: 1450 circle of thorns: 1000 conjure boulder: 1600
  80. channel faith: 1200 conjure ironbolt: 1750 charge: 1000
  81. [C]ontinue [R]edraw [B]ack [E]xit:
  82.  
  83. The Pendant of Lord Maldra shines briefly with a soft violet light!
  84. [C]ontinue [R]edraw [B]ack [E]xit:
  85.  
  86. cure mutilation: 750 diseased cloud: 2000 deafen: 500
  87. divine calling: 3600 energy drain: 500 earth invocation: 350
  88. earth evocation: 300 extinction: 1250 energy orb: 500
  89. ember carom: 512 flame wind: 1000 frost: 600
  90. fireball: 575 fire breath: 900 frost breath: 950
  91. feeding: 850 fire evocation: 600 firebolt: 5000
  92. famine: 650 flintstrike: 999 fungal growth: 1000
  93. gas breath: 750 geisteblitz: 2000 grapple: 1500
  94. harm: 650 heal: 500 high explosive: 2000
  95. herald death: 3500 harrow: 2000 ice storm: 1900
  96. ice wind: 1000 icebolt: 4500 ice whip: 1400
  97. iceball: 1500 kill: 1400 kick: 750
  98. lightning bolt: 475 lightning breath: 1000 lightning evocation: 2500
  99. lightning shroud: 1750 leech: 650 landslide: 1200
  100. minerals evocation: 350 magic dart: 100 magic bomb: 2040
  101. mutilate: 750 necrotic explosion: 225 one with the forest: 750
  102. paralyze: 150 poison gas: 350 pestilence: 100
  103. pustulate: 1500 psychic rebellion: 3500 quicksilver blast: 4500
  104. refresh: 250 reflective fireball: 1750 spark: 160
  105. shocking grasp: 125 shadow light: 750 soul sacrifice: 5000
  106. sweep: 1500 summon stake: 3600 searing touch: 1000
  107. thunderclap: 400 tremor: 900 telekinetic punch: 1000
  108. telekinetic pierce: 1000 telekinetic explosion: 1250 telekinetic bash: 850
  109. thunderstorm: 1900 telekinetic wave: 1150 tremolo: 1000
  110. water evocation: 700 waterspout: 350 wrath of the bear: 1250
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