I'd like to clarify my original post, so it's easier to grasp for the tl;dr folks.
"Diminishing returns" is just another way of saying that each time you add one more of the same thing, it benefits you a little less.
Example 1: If you're very hungry, the first sandwich tastes great. The second sandwich fills you up even more. But, because you're now too full, the third sandwich makes you sick to your stomach.
Example 2: You buy one car, giving you the ability to drive anywhere on demand. You buy a second car as a backup alternative to the first car, but the expenses start adding up. You buy a third car purely for vanity, but the costs of managing and maintaining all 3 cars is large enough to create a lot of additional work.
Hopefully that's a little clearer!
I took a little time to lay out what a Diminishing Returns scheme might look like when applied to skills or whatnot. These are only my suggestions. Any skill with AoE damage or an AoE benefit could potentially qualify.
Sorcerer Skill Canidates |
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Frost Bolt (Charged Only) |
DR Proximity |
DR Duration |
DR Damage* |
First Sorcerer |
14 meters |
3 seconds |
100.00% |
Second Sorcerer |
** |
** |
75.00% |
Third Sorcerer |
** |
** |
56.25% |
Fourth Sorcerer |
** |
** |
42.19% |
Fifth Sorcerer |
** |
** |
31.64% |
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Gale Force |
DR Proximity |
DR Duration |
DR Damage* |
First Sorcerer |
9 meters |
5.5 seconds |
100.00% |
Second Sorcerer |
** |
** |
75.00% |
Third Sorcerer |
** |
** |
56.25% |
Fourth Sorcerer |
** |
** |
42.19% |
Fifth Sorcerer |
** |
** |
31.64% |
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Fireball |
DR Proximity |
DR Duration |
DR Damage* |
First Sorcerer |
14 meters |
3-4 seconds |
100.00% |
Second Sorcerer |
** |
** |
75.00% |
Third Sorcerer |
** |
** |
56.25% |
Fourth Sorcerer |
** |
** |
42.19% |
Fifth Sorcerer |
** |
** |
31.64% |
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Time Shift |
DR Proximity |
DR Duration |
DR Damage* |
First Sorcerer |
5 meters |
10 seconds |
100.00% |
Second Sorcerer |
** |
** |
75.00% |
Third Sorcerer |
** |
** |
56.25% |
Fourth Sorcerer |
** |
** |
42.19% |
Fifth Sorcerer |
** |
** |
31.64% |
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Curse |
DR Proximity |
DR Duration |
DR Damage* |
First Sorcerer |
4-6 meters |
5-7 seconds |
100.00% |
Second Sorcerer |
** |
** |
75.00% |
Third Sorcerer |
** |
** |
56.25% |
Fourth Sorcerer |
** |
** |
42.19% |
Fifth Sorcerer |
** |
** |
31.64% |
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Lifegiver |
DR Proximity |
DR Duration |
DR Heal* |
First Sorcerer |
6-8 meters |
15 seconds |
100.00% |
Second Sorcerer |
** |
** |
75.00% |
Third Sorcerer |
** |
** |
56.25% |
Fourth Sorcerer |
** |
** |
42.19% |
Fifth Sorcerer |
** |
** |
31.64% |
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Rogue Skill Candidates |
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Noxious Bolt |
DR Proximity |
DR Duration |
DR Damage* |
First Rogue |
14 meters |
2 seconds |
100.00% |
Second Rogue |
** |
** |
75.00% |
Third Rogue |
** |
** |
56.25% |
Fourth Rogue |
** |
** |
42.19% |
Fifth Rogue |
** |
** |
31.64% |
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Shadow Storm Shot |
DR Proximity |
DR Duration |
DR Damage* |
First Rogue |
14 meters |
5 seconds |
100.00% |
Second Rogue |
** |
** |
75.00% |
Third Rogue |
** |
** |
56.25% |
Fourth Rogue |
** |
** |
42.19% |
Fifth Rogue |
** |
** |
31.64% |
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Shadow Veil |
DR Proximity |
DR Duration |
DR Damage* |
First Rogue |
8 meters? |
2 seconds |
100.00% |
Second Rogue |
** |
** |
75.00% |
Third Rogue |
** |
** |
56.25% |
Fourth Rogue |
** |
** |
42.19% |
Fifth Rogue |
** |
** |
31.64% |
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Combat Medic |
DR Proximity |
DR Duration |
DR Damage* |
First Rogue |
6 meters? |
15 seconds |
100.00% |
Second Rogue |
** |
** |
75.00% |
Third Rogue |
** |
** |
56.25% |
Fourth Rogue |
** |
** |
42.19% |
Fifth Rogue |
** |
** |
31.64% |
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Warrior Skill Candidates |
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Skyward Smash |
DR Proximity |
DR Duration |
DR Damage* |
First Warrior |
12 meters |
4 seconds |
100.00% |
Second Warrior |
** |
** |
75.00% |
Third Warrior |
** |
** |
56.25% |
Fourth Warrior |
** |
** |
42.19% |
Fifth Warrior |
** |
** |
31.64% |
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Windmill |
DR Proximity |
DR Duration |
DR Damage* |
First Warrior |
4 meters |
10 seconds |
100.00% |
Second Warrior |
** |
** |
75.00% |
Third Warrior |
** |
** |
56.25% |
Fourth Warrior |
** |
** |
42.19% |
Fifth Warrior |
** |
** |
31.64% |
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Vengeful Blood |
DR Proximity |
DR Duration |
DR Heal* |
First Warrior |
6 meters? |
20-25 seconds |
100.00% |
Second Warrior |
** |
** |
75.00% |
Third Warrior |
** |
** |
56.25% |
Fourth Warrior |
** |
** |
42.19% |
Fifth Warrior |
** |
** |
31.64% |
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Horn of Renew |
DR Proximity |
DR Duration |
DR Damage* |
First Warrior |
6-8 meters |
15 seconds |
100.00% |
Second Warrior |
** |
** |
75.00% |
Third Warrior |
** |
** |
56.25% |
Fourth Warrior |
** |
** |
42.19% |
Fifth Warrior |
** |
** |
31.64% |
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Pet Candidates |
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Korruption |
DR Proximity |
DR Duration |
DR Mana Reduction* |
First Player |
15 meters? |
10 seconds? |
10.00% |
Second Player |
** |
** |
7.50% |
Third Player |
** |
** |
5.63% |
Fourth Player |
** |
** |
4.22% |
Fifth Player |
** |
** |
3.16% |
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Weapon Candidates |
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Dragon Sword |
DR Proximity |
DR Duration |
DR Proc Damage* |
First Warrior |
6 meters? |
10 seconds? |
100.00% |
Second Warrior |
** |
** |
75.00% |
Third Warrior |
** |
** |
56.25% |
Fourth Warrior |
** |
** |
42.19% |
Fifth Warrior |
** |
** |
31.64% |
* Each subsequent activation is reduced by 25% in this case. In my OP HoR example, I used 33%, but it seemed too steep upon further consideration.
** DR Proximity and DR Duration (timer) are determined by the first player which activates the skill, aa, or proc. The numbers are based on the actual range and cooldown of the
First player's skill and the resulting area is centered on the player. Once the timer expires, the next player to use the skill, aa, or proc receives the full benefit once again.
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