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  Click here to go to the first Dev post in this thread.   Thread: Dev Blog: Regarding Weapons that deal a % of an enemy's health

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    Spacetime Studios Dev VROOMIGoRealFast's Avatar
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    Default Dev Blog: Regarding Weapons that deal a % of an enemy's health

    Hey y'all!

    Vroom here with another Dev Blog. Today I want to give the players some insight on changes that are coming to AL!

    What's Changing?
    Weapons that deal a percentage of the enemy's health as damage will have an upper limit placed on the amount of damage they can do.

    But Why?
    Weapons that deal a % of the enemy's health as damage are really good. They're great weapons and because they deal a percent of the enemies health they'll do more damage the harder the enemy is. This makes them very attractive and we want to keep them in the game. Unfortunately without some form of limit on them, these weapons never stop being good. As bosses increase in health, these weapons, no matter how low their other stats are, are exceptionally useful. This is already the case with the Dragon Hunter Staff (especially because the percent health damage ignores armor).

    In order to make sure the Dragon Hunter Staff doesn't become the greatest weapon well beyond its intended range, we're going to put a cap on how much damage it can deal.

    What does this mean?
    When evaluating how much damage the Dragon Hunter Staff proc will deal, there will be a maximum value that can be reached. If the % of damage the weapon is trying to deal surpasses that value, it will be used. For example: if a boss has 1 million health, your proc is trying to deal 10% of the enemy's health, and the cap is 50,000. Normally 10% of 1 million would be 100,000, but instead the weapon will deal the maximum value, 50,000.
    The values calculated for the Dragon Hunter Staff are based on the amount of damage the weapon is intended to deal at its intended level. This means the Dragon Hunter Staff is balanced around Level 46 mobs.

    How is this bad for the game?
    One major aspect that can be missed is that when items like the Dragon Hunter Staff exist, they can mask greater problems with the game. For example, we wouldn't know if the Mausoleum bosses are too hard or have too much health. Why not? Because many of our players are just fighting these bosses with the Dragon Hunter Staff, resulting in the bosses dying much quicker than intended. Weapons, or any items in the game, that work way beyond their intended range often cause problems like this. We listen to the feedback of our players, we make adjustments for the overall health of the game and of our players. When things are skewing or breaking that balance, it hides more important problems because some players are able to skirt around it using this unbalanced weapons.

    We want to make sure that your voices come through and together we continue to make Arlor the best place on a mobile platform, and to do that we need make sure there are no leaks in the boat!

    Anything else?
    I added in a quality of life change so you can actually see the damage from the Dragon Hunter Staff being applied (yay!)
    Last edited by VROOMIGoRealFast; 02-20-2018 at 06:57 PM.
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    [QUOTE=VROOMIGoRealFast;2798285]Hey y'all!

    Vroom here with another Dev Blog. Today I want to give the players some insight on changes that are coming to AL!

    What's Changing?
    Weapons that deal a percentage of the enemy's health as damage will have an upper limit placed on the amount of damage they can do.

    But Why?
    Weapons that deal a % of the enemy's health as damage are really good. They're great weapons and because they deal a percent of the enemies health they'll do more damage the harder the enemy is. This makes them very attractive and we want to keep them in the game. Unfortunately without some form of limit on them, these weapons never stop being good. As bosses increase in health, these weapons, no matter how low their other stats are, are exceptionally useful. This is already the case with the Dragon Hunter Staff (especially because the percent health damage ignores armor).

    In order to make sure the Dragon Hunter Staff doesn't become the greatest weapon well beyond its intended range, we're going to put a cap on how much damage it can deal.

    What does this mean?
    When evaluating how much damage the Dragon Hunter Staff proc will deal, there will be a maximum value that can be reached. If the % of damage the weapon is trying to deal surpasses that value, it will be used. For example: if a boss has 1 million health, your proc is trying to deal 10% of the enemy's health, and the cap is 50,000. Normally 10% of 1 million would be 100,000, but instead the weapon will deal the maximum value, 50,000.
    The values calculated for the Dragon Hunter Staff are based on the amount of damage the weapon is intended to deal at its intended level. This means the Dragon Hunter Staff is balanced around Level 41 mobs.

    Anything else?
    I added in a quality of life change so you can actually see the damage from the Dragon Hunter Staff being applied (yay!
    Last edited by Shadowfaux; 02-20-2018 at 06:32 PM.

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    Senior Member Lethoiun's Avatar
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    So what do we use now, our dmg or tainted staff which is inconvenient?
    76 Lethoiun 71 Hymns 58 Selfocracy
    "Even the smallest person can change the course of the future." J.R.R Tolkien

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    Hmm so does this mean that future bosses will have lower health? The last thing we as players want is to spend 10 minutes killing a boss due to high health. Currently, the drag staff makes it possible to kill high health bosses, specifically those in m5 and m6, and without them, it would be a nightmare.

    I do agree that a weapon should not live as long a the drag staff has, and if no nerf was implemented, the drag staff would be used forever. But since this weapon will be less effective now, we need new tools to kill otherwise impossible bosses. Pls consider adding new weapons in the game that can aid us in killing bosses, because if bosses take forever to kill, the game will lose a lot of interest.


    On a side note, did things in maus change? I haven't run much since the event started but I've heard that the gold drop is much lower. Also, the drop of balanced scales is significantly higher. Did something change? If so, what? Maybe its just a combo of good/bad luck but maus appears to have been altered, whether it was intentional or not.

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    Alright not as horrifying as people expected xD

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    Senior Member Lethoiun's Avatar
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    What about boss dmg awakens why aren't these effective
    76 Lethoiun 71 Hymns 58 Selfocracy
    "Even the smallest person can change the course of the future." J.R.R Tolkien

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    Mages will rage but it makes sense.

    Can we get an update on the tainted weapons type 2 proc? Specifically on how it will work on bosses?

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    U mean ds will be balanced to level 46 mobs?

    Sent from my SM-G950U using Tapatalk

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    R.I.P. Dragon Hunter Staff prices

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    Quote Originally Posted by Korabiv View Post
    Hmm so does this mean that future bosses will have lower health?
    The short answer is no, but the Mausoleum isn't a good example of future boss health. The Mausoleum was designed to be a never-ending endgame zone, where the monsters further into the dungeon are always a higher level than you are. What this turns into effectively is that you're only dealing about half the damage you're supposed to be doing in the Mausoleum, which is then reduced by armor etc.

    With the next expansion, we will not be doing the same Mausoleum trend (Mausoleum will remain the hardest content due to the level scaling), and the monsters you fight will be at your level, so you'll get your full damage. If the boss fights are taking too long due to players being too weak or bosses being too strong then we will adjust those values to make sure you have an enjoyable boss fight
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    Quote Originally Posted by VROOMIGoRealFast View Post
    Hey y'all!

    Vroom here with another Dev Blog. Today I want to give the players some insight on changes that are coming to AL!

    What's Changing?
    Weapons that deal a percentage of the enemy's health as damage will have an upper limit placed on the amount of damage they can do.

    But Why?
    Weapons that deal a % of the enemy's health as damage are really good. They're great weapons and because they deal a percent of the enemies health they'll do more damage the harder the enemy is. This makes them very attractive and we want to keep them in the game. Unfortunately without some form of limit on them, these weapons never stop being good. As bosses increase in health, these weapons, no matter how low their other stats are, are exceptionally useful. This is already the case with the Dragon Hunter Staff (especially because the percent health damage ignores armor).

    In order to make sure the Dragon Hunter Staff doesn't become the greatest weapon well beyond its intended range, we're going to put a cap on how much damage it can deal.

    What does this mean?
    When evaluating how much damage the Dragon Hunter Staff proc will deal, there will be a maximum value that can be reached. If the % of damage the weapon is trying to deal surpasses that value, it will be used. For example: if a boss has 1 million health, your proc is trying to deal 10% of the enemy's health, and the cap is 50,000. Normally 10% of 1 million would be 100,000, but instead the weapon will deal the maximum value, 50,000.
    The values calculated for the Dragon Hunter Staff are based on the amount of damage the weapon is intended to deal at its intended level. This means the Dragon Hunter Staff is balanced around Level 41 mobs.

    Anything else?
    I added in a quality of life change so you can actually see the damage from the Dragon Hunter Staff being applied (yay!)
    I find it frustrating that a lower-level weapon is the accepted way to run in Mausoleum for a mage. Then when people who aren't pay-to-play finally can afford it, you Nerf the hell out of it.

    Sent from my SM-J727T1 using Tapatalk

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    Quote Originally Posted by Lethoiun View Post
    What about boss dmg awakens why aren't these effective
    Boss % damage from Awakening will not be affected because of their low values and the ability for these to appear on later weapons. The problem with things like the Dragon Hunter Staff is that in order for a future weapon to be better, it has to have a higher $ health damage. Dragon Hunter staff is already 12.5% when it procs, and we already see comments of "insta-kill bosses". This isn't very healthy for the game
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    Quote Originally Posted by cannedheat View Post
    U mean ds will be balanced to level 46 mobs?

    Sent from my SM-G950U using Tapatalk
    That's right I was looking at the level of the weapon and not the content it was released with! I'll be sure to update the values before it goes out.
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    Quote Originally Posted by VROOMIGoRealFast View Post
    Boss % damage from Awakening will not be affected because of their low values and the ability for these to appear on later weapons. The problem with things like the Dragon Hunter Staff is that in order for a future weapon to be better, it has to have a higher $ health damage. Dragon Hunter staff is already 12.5% when it procs, and we already see comments of "insta-kill bosses". This isn't very healthy for the game
    hold on, so how much % roughly will DS take away from m6 boss?

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    Quote Originally Posted by VROOMIGoRealFast View Post
    The short answer is no, but the Mausoleum isn't a good example of future boss health. The Mausoleum was designed to be a never-ending endgame zone, where the monsters further into the dungeon are always a higher level than you are. What this turns into effectively is that you're only dealing about half the damage you're supposed to be doing in the Mausoleum, which is then reduced by armor etc.

    With the next expansion, we will not be doing the same Mausoleum trend (Mausoleum will remain the hardest content due to the level scaling), and the monsters you fight will be at your level, so you'll get your full damage. If the boss fights are taking too long due to players being too weak or bosses being too strong then we will adjust those values to make sure you have an enjoyable boss fight
    Even though I am a mage and own a drag staff, I like this. Its good to have a change, considering how long the ds has been good for. Hopefully, this will also boost the need for rogues in maps to help kill bosses. I gave up my rogue long ago to be a mage because rogues just weren't needed anymore in pve. Looking forward to the future, thx for the response.

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    Quote Originally Posted by Shadowfaux View Post
    I find it frustrating that a lower-level weapon is the accepted way to run in Mausoleum for a mage. Then when people who aren't pay-to-play finally can afford it, you Nerf the hell out of it.
    Hey now, if there is no weapon released in the 20 levels since the Dragon Hunter Staff that is useful inside the Mausoleum, that's an entirely different problem to solve, and we will solve it after fixing a weapon that is harming the game's economy!
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    Quote Originally Posted by Vrazicak View Post
    hold on, so how much % roughly will DS take away from m6 boss?
    The DS will attempt to take away the same amount of HP it currently does, but will hit the damage threshold against M6 bosses.


    As a rough value while testing, it looks like the proc will deal around 1/3 as much damage as it currently does.
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    Quote Originally Posted by VROOMIGoRealFast View Post
    Hey now, if there is no weapon released in the 20 levels since the Dragon Hunter Staff that is useful inside the Mausoleum, that's an entirely different problem to solve, and we will solve it after fixing a weapon that is harming the game's economy!
    That's true, but I noticed how you gloss over the mess up in not releasing something in 20 levels that would do the job. Thus causing us to depend on it and then yanking it out from us. It would have been nice if you would yanked it from us before the prices skyrocketed. I hope you folks will be more attentive to that type of situation in the future

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    So with Mausoleum getting harder as we level past 66 and weapons getting nerfed. Unless theres a better source of income map wise. Why would anyone want to level up and struggle with maus when we can all stay 66 and earn our gold easier?

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    Quote Originally Posted by VROOMIGoRealFast View Post
    Hey now, if there is no weapon released in the 20 levels since the Dragon Hunter Staff that is useful inside the Mausoleum, that's an entirely different problem to solve, and we will solve it after fixing a weapon that is harming the game's economy!
    This is the great opportunity to make the ''POISON'' proc take 5-10% of overall boss health, or to work same as DS after nerf.

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