IMO 1,5 and 6 together will be nice solution.oskarwiksten wrote: Some great suggestions that have been brought up that I think we should consider:Personally, I think I would prefer a combination of 1 and 5, since it would still keep the fun part in having critical hits (you can still get that massive damage attack), while still reducing the overpowered aspect of it (you will get that type of attack less often, and won't always be as powerful).
- Changing the "+1 dmg" option when leveling up to being only +1 on max damage range, and not on both min and max damage range.
- Changing the multiplier that is applied to a critical attack to be a random value between 1 and the player's critical modifier.
- Changing critical hits so that the damage multiplier only applies to base damage.
- Changing critical hits so that there can be at most one critical hit per fight
- Changing critical chance to a nonlinear function instead of just a linear percentage.
- Make certain classes of monsters totally immune to critical hits (for example, the "demon" class?)
We have a new Beta: v0.8.13 ("Troubling Times") !
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Get the game (v0.8.12.1) from Google, F-Droid, our server, or itch.io
Useful links
Source code of the game - Contribution guide - ATCS Editor - Translate the game on Weblate - Example walkthrough - Andor's Trail Directory - Join the Discord
Get the game (v0.8.12.1) from Google, F-Droid, our server, or itch.io
Critical Hit Chance & Critical Hit Multiplier changes
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Re: Critical Hit Chance & Critical Hit Multiplier changes
Sarumar
..dansing left foot polka with Hirathil
Lvl 313|XP 559721474|Gold 7965188|AP 3/12|AC 516|AD 161-175|ECC 48|CM 6|BC 311|HP 591|DR 2|RoLS 3|RoL 2|ElyR 2|ChaR 45|GoLF 3|ShaF 9|SRoV 28|VSH 13|GoW 1|WMC 1
..dansing left foot polka with Hirathil
Lvl 313|XP 559721474|Gold 7965188|AP 3/12|AC 516|AD 161-175|ECC 48|CM 6|BC 311|HP 591|DR 2|RoLS 3|RoL 2|ElyR 2|ChaR 45|GoLF 3|ShaF 9|SRoV 28|VSH 13|GoW 1|WMC 1
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Re: Critical Hit Chance & Critical Hit Multiplier changes
I think criticals are a good thing - leave them alone!
But what would be an improvement is weapon effectiveness being matched with opponent. In otherwords attack damage would be modified by a multiplier, between 0 and 1, depending how effective that weapon is against the opponent.
This could make areas such as BWM more interesting if, for example, daggers were fully effective against snakes but ineffective against gornauds. And if the fully effective weapon against a gornaud (a hammer,say) was ineffective against snakes...
At least then criticals would not be universally effective.
But what would be an improvement is weapon effectiveness being matched with opponent. In otherwords attack damage would be modified by a multiplier, between 0 and 1, depending how effective that weapon is against the opponent.
This could make areas such as BWM more interesting if, for example, daggers were fully effective against snakes but ineffective against gornauds. And if the fully effective weapon against a gornaud (a hammer,say) was ineffective against snakes...
At least then criticals would not be universally effective.
- nyktos
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Re: Critical Hit Chance & Critical Hit Multiplier changes
welcome to the boards! 
great post!!!
makes me think of things like...
- blunt weapons beat heavy armors & Bark Skin-types
- piercing weapons beat chain mails & scale skin-types
- slashing weapons beat hides / skins & fabric-types
feel free to leave a five star rating!
more good feedback will move AT from a 4.7 to 4.8 rating...
respect where it's due, right?
just some thoughts...
back to the highscore grind!

great post!!!
makes me think of things like...
- blunt weapons beat heavy armors & Bark Skin-types
- piercing weapons beat chain mails & scale skin-types
- slashing weapons beat hides / skins & fabric-types
feel free to leave a five star rating!
more good feedback will move AT from a 4.7 to 4.8 rating...
respect where it's due, right?

just some thoughts...

back to the highscore grind!

"Embrace the Shadow"

[Lv: 60] [HP: 175] [AC: 361] [AD: 25-39] [BC: 75]
[Dual Wielding Swords] [Unarmored Fighting]

[Lv: 60] [HP: 175] [AC: 361] [AD: 25-39] [BC: 75]
[Dual Wielding Swords] [Unarmored Fighting]
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- android_version: 3.1 - Honeycomb
Re: Critical Hit Chance & Critical Hit Multiplier changes
Cheers 
Great game and board here.
What's the rating thing?

Great game and board here.
What's the rating thing?
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- android_version: 2.3 - Gingerbread
- Location: Iqhan caves-grinding and only grinding :P
Re: Critical Hit Chance & Critical Hit Multiplier changes
Its the app rating in android market based on the stars u leave in your review there.Treadmore wrote:Cheers
Great game and board here.
What's the rating thing?
More rating helps to get AT more recognition
so Please leave 5 stars rating in market

Logic:
Lvl: 38, XP: 1006224, Gold: 69410, RoLS: 0, ElyR: 0, RoL: 0, GoLF: 1, ChaR: 0, SHAF: 0
HP: 83, AC: 219%, AD: 24-30, AP: 3, BC: 55%, DR: -1, CC: 22%, CM: 3
Restore HP/Kill: 2
currently affected by rotworm
Lvl: 38, XP: 1006224, Gold: 69410, RoLS: 0, ElyR: 0, RoL: 0, GoLF: 1, ChaR: 0, SHAF: 0
HP: 83, AC: 219%, AD: 24-30, AP: 3, BC: 55%, DR: -1, CC: 22%, CM: 3
Restore HP/Kill: 2
currently affected by rotworm

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- android_version: 3.1 - Honeycomb
Re: Critical Hit Chance & Critical Hit Multiplier changes
I got AT from fdroid - not sure I can rate in the market.mirajp1 wrote:Its the app rating in android market based on the stars u leave in your review there.Treadmore wrote:Cheers
Great game and board here.
What's the rating thing?
More rating helps to get AT more recognition
so Please leave 5 stars rating in market
Maybe the prospect of a 5* review will be an incentive for v0.6.11

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- android_version: 4.4 - Kitkat
Re: Critical Hit Chance & Critical Hit Multiplier changes
My only issue with 1 is that it revises the entire attack system, not just critical hits. If that's the goal, then I'd still rather it not happen, but it would certainly make things more challenging to not have as high a guaranteed minimum. It would also make the Hard Hit skill more valuable since that also raises the minimum damage by +1.Sarumar wrote:IMO 1,5 and 6 together will be nice solution.oskarwiksten wrote: Some great suggestions that have been brought up that I think we should consider:Personally, I think I would prefer a combination of 1 and 5, since it would still keep the fun part in having critical hits (you can still get that massive damage attack), while still reducing the overpowered aspect of it (you will get that type of attack less often, and won't always be as powerful).
- Changing the "+1 dmg" option when leveling up to being only +1 on max damage range, and not on both min and max damage range.
- Changing the multiplier that is applied to a critical attack to be a random value between 1 and the player's critical modifier.
- Changing critical hits so that the damage multiplier only applies to base damage.
- Changing critical hits so that there can be at most one critical hit per fight
- Changing critical chance to a nonlinear function instead of just a linear percentage.
- Make certain classes of monsters totally immune to critical hits (for example, the "demon" class?)
But if the goal is just to balance out critical hit damage, then its going too far since it changes more than just the critical hit damage.
6 is good because new monsters to fight are good just for having new monsters to fight.
Lvl: 206 XP: 159262572, Gold: 1657119, RoLS: 2, ElyR: 1, RoL: 1, ChaR: 2, GoLF: 1, ShaF: 6, SRoV: 1, VSH: 6, WMC: 1, GoW: 1
HP: 241, AP: 3, AC: 562%, AD: 116-130, CM: 3.0, ECC: 38%, BC: 139%, DR: 3
QL 25, MF 3
12/26/18
HP: 241, AP: 3, AC: 562%, AD: 116-130, CM: 3.0, ECC: 38%, BC: 139%, DR: 3
QL 25, MF 3
12/26/18
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- Posts: 348
- Joined: Sat Oct 08, 2011 10:53 am
- android_version: 2.3 - Gingerbread
- Location: Iqhan caves-grinding and only grinding :P
Re: Critical Hit Chance & Critical Hit Multiplier changes
We can use 1 in game modes(easy normal and hard) so that this can be applied in hard modeMino wrote:My only issue with 1 is that it revises the entire attack system, not just critical hits. If that's the goal, then I'd still rather it not happen, but it would certainly make things more challenging to not have as high a guaranteed minimum. It would also make the Hard Hit skill more valuable since that also raises the minimum damage by +1.Sarumar wrote:IMO 1,5 and 6 together will be nice solution.oskarwiksten wrote: Some great suggestions that have been brought up that I think we should consider:Personally, I think I would prefer a combination of 1 and 5, since it would still keep the fun part in having critical hits (you can still get that massive damage attack), while still reducing the overpowered aspect of it (you will get that type of attack less often, and won't always be as powerful).
- Changing the "+1 dmg" option when leveling up to being only +1 on max damage range, and not on both min and max damage range.
- Changing the multiplier that is applied to a critical attack to be a random value between 1 and the player's critical modifier.
- Changing critical hits so that the damage multiplier only applies to base damage.
- Changing critical hits so that there can be at most one critical hit per fight
- Changing critical chance to a nonlinear function instead of just a linear percentage.
- Make certain classes of monsters totally immune to critical hits (for example, the "demon" class?)
But if the goal is just to balance out critical hit damage, then its going too far since it changes more than just the critical hit damage.
6 is good because new monsters to fight are good just for having new monsters to fight.
Logic:
Lvl: 38, XP: 1006224, Gold: 69410, RoLS: 0, ElyR: 0, RoL: 0, GoLF: 1, ChaR: 0, SHAF: 0
HP: 83, AC: 219%, AD: 24-30, AP: 3, BC: 55%, DR: -1, CC: 22%, CM: 3
Restore HP/Kill: 2
currently affected by rotworm
Lvl: 38, XP: 1006224, Gold: 69410, RoLS: 0, ElyR: 0, RoL: 0, GoLF: 1, ChaR: 0, SHAF: 0
HP: 83, AC: 219%, AD: 24-30, AP: 3, BC: 55%, DR: -1, CC: 22%, CM: 3
Restore HP/Kill: 2
currently affected by rotworm

- nyktos
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- Joined: Wed Sep 14, 2011 5:38 pm
- android_version: 7.1 - Nougat
- Location: Nor City, Dhayavar
Re: Critical Hit Chance & Critical Hit Multiplier changes
a big "+1" to Mino!!!
there are tons of game-breaking code-changes that could be made,
but choosing 'the right way to go about things' is crutial.
it is hard for me to suggest things at this piont,
but i like 3...
criticals founded on base damage.
there are tons of game-breaking code-changes that could be made,
but choosing 'the right way to go about things' is crutial.
it is hard for me to suggest things at this piont,
but i like 3...
criticals founded on base damage.
"Embrace the Shadow"

[Lv: 60] [HP: 175] [AC: 361] [AD: 25-39] [BC: 75]
[Dual Wielding Swords] [Unarmored Fighting]

[Lv: 60] [HP: 175] [AC: 361] [AD: 25-39] [BC: 75]
[Dual Wielding Swords] [Unarmored Fighting]
- Antison
- Posts: 5761
- Joined: Mon Mar 28, 2011 11:33 pm
- android_version: 14 - Android 14
- Location: A home without a beagle is just a house
Re: Critical Hit Chance & Critical Hit Multiplier changes
The best and easiest way to balance the critical #'s is to cap the critical skills!!
Leave everything else as is. Although creating monsters that are immune to critical hits is a great idea.
Leave everything else as is. Although creating monsters that are immune to critical hits is a great idea.
"A home without a beagle is just a house"