Quote:
Originally Posted by Pudge
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ah, i found this. looking at the graph, I'd say the "partials" area is way too condensed - give it some room to breathe, have partials land for a wider range, by dragging that bottom blue line down considerably.
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Yeah, an additional point of consideration is that in that range the values are uniformly distributed. I am going to look at swapping that out to a normal distribution and expanding the range.
The expected value should be the same, but it should also make reisists 'feel' like they are doing something rather than values popping out randomly in a tight band.
Quote:
Originally Posted by Pudge
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and also adding the "critical failure" (as well as keep the high-roll full damage) feature.
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I am going to add in the ability to fully resist a direct damage spell, with the values set rather low to begin with.
Quote:
Originally Posted by Pudge
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(I'm still assuming a "resist" on the OP graph actually means "roll for a partial")
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Only for pure nukes under null's system (they get slotted into the blue bands in that graph).
Final note:
I am looking at bits and pieces of the system right now (resist function, partial function, adding full resists for pure nukes, etc.). Prior to release of it, I'm going to run through and look at the impact of all the changes on the expected value of various nukes at various resist points. Additionally, if after the changes go live, they are found to be too much in one direction or another, we will be able to adjust them / revert them without a patch. Something to keep in mind with the tears.