DPR (Damage Per Round) - discussion thread
Posted: Tue Aug 13, 2013 6:10 am
I have posted this concept in a couple of threads, but I am myself bad in remembering where. Oskar has asked me to post this concept in a thread, after asking me to explain my ideas. You can find this thread also in the Development Corner, for developers to discuss and share well-thought out ideas. I post it also here to provide open discussion and finetune the concept.
First, some definitions to avoid misunderstanding.The base stats are defined as the AD, AC, hp and BC without equipment or skills. These are the only 4 statistics that are affected by the level of the player. AP, DR and ECC, both very important a well, can only be gained by equipment and skills, so are left out of scope in this concept. These stats might be taken into account later, or when considering broadening the options when leveling up, these should be taken into account.
Now, since the amount of AP is set between 10 (without skills) and 12 (with level 2 Combat Skill), it is evident that the amount of AP used of the wielded weapon(s) defines the potential total damage a player can deal in one round. For brevity, let's define this as DPR, for Damage Per Round. With the current system, as soon as decent AC is gained, all levels can be put into AD. My character for example, has had 120% base AC (12 levels put in AC) since ages and is now at 35 base AD, level 72. When weapons add a set amount of AD to the character, the value of this damage ranges from extremely high (new character with 1 AD base) to totally irrelevant (my character is getting there, for level 100+ this is worse). Since I can do, for example, 45 - 54 damage per hit with a Dagger of the Shadow Priest (DotSP) which uses 3 AP with Jewel of Fallhaven (JoF), this means that, without criticals, my DPR is 180 - 216. Would I be using the widely discussed Xul'virr, with 6 AP including JoF, my damage would be 48 - 66 but my DPR would be 96 - 132!
Without having to change the level and skill system, I think a fundamental change in equipment (specifically weapons and armor) could solve the current disbalance, while adding a lot of realism to the different weapon types. Why not work with weapons having a percentage of your base AD? The higher level the player, the higher the base AD resulting in a higher DPR. But not in an unbalanced way, when a certain range is applied for each type of weapons. Daggers, for example, should not be dealing as much damage per hit as a 2h weapon. But the DPR should be around the same, for equally leveled and skilled builds. So this would for example put the most basic knife to 20% and the most vicious (damage-wise) to 70% over the base AD. Barehanded fighting should also be fast and somewhere in this range (I train more than 15 years full contact karate -the way of the empty hand-, experts in barehanded fighting could maybe even go to 90% of AD, but these are details). 2h weapons however, should maybe range from 120% up to 350%. They are slow, but deal massive damage per hit. A 2h weapon that is powerful like the Xul'virr can then deal as much DPR as a DotSP. No imbalance between lower and higher level players! Of course, implementation needs thorough testing to find the right balance between the ranges.
This same principle should be applied through the other base stats. So any weapon, but also armor! should add percentages over base AD, AC, hp and BC. Why should I care for an armor that adds 8 hp, since I have 224 hp anyway (with 10 DR as well)? Or would a malus of 20 hp, as one extraordinary weapon has, be any trouble at all? Now if it would be -20% of my base hp, this is a whole other story!
Another reason why this would be awesome, is that certain 2h weapon builds are far more effective in killing very high resistant enemies. I could think of golems, tortoises or spellcasters with defensive spells having 50+ DR. My puny DotSP character can at level 72 barely damage such characters when my damage output is 70% of base AD per hit, I would need criticals or more levels in AD. I will have lower AC (because of focus on AD with levels, but also the weapons should add less AC), more chances to connect a hit per round (more hits since low AP) and also way better defenses (BC on weapons, or shield, high DR, focus on BC with levels), so I can 'tickle them dead', missing some hits isn't so dramatic. My Dark Knight would at level 72 smash these enemies dead, because he would do (with a 250% AD weapon and current AD of my character) 2,5 * (45 - 54) per hit, so the 50 DR wouldn't matter much. But then, lower defenses, higher AC and less chances to hit per round is the big con for this type.
Another idea related to this concept, would be to change the proficiency skills to affect the AP used with those type of weapons. If you are skilled with a dagger, you will probably not only be more damaging (this is actually already included in the level system, experience gives you HP, AD etc. when leveling up) but also makes you faster. So, the keyword is 'effective'. There are already skills that add damage (Hard Hit), accuracy (Weapon Accuracy) and critical hit skill and multiplier (More and Better Criticals). Current Dagger Proficiency, adding a percentage over the used item on AC, BC and CHS isn't impressive at all. But would I get 10% or 20% reduction over AP... although this would require to work with 1 or 2 decimals, or multiply AP with 10 or 100 to avoid decimals. Maybe, as Oskar suggested, weapons with low AP (say 4 or below) will get focus on CHS, which also makes sense for experts and avoids dagger types to become too powerful. Currently only adds 10% CHS of the weapon, and the 30% of BC is useless since daggers don't add BC or even have a malus.
Feel free to post your thoughts, let's discuss.
First, some definitions to avoid misunderstanding.The base stats are defined as the AD, AC, hp and BC without equipment or skills. These are the only 4 statistics that are affected by the level of the player. AP, DR and ECC, both very important a well, can only be gained by equipment and skills, so are left out of scope in this concept. These stats might be taken into account later, or when considering broadening the options when leveling up, these should be taken into account.
Now, since the amount of AP is set between 10 (without skills) and 12 (with level 2 Combat Skill), it is evident that the amount of AP used of the wielded weapon(s) defines the potential total damage a player can deal in one round. For brevity, let's define this as DPR, for Damage Per Round. With the current system, as soon as decent AC is gained, all levels can be put into AD. My character for example, has had 120% base AC (12 levels put in AC) since ages and is now at 35 base AD, level 72. When weapons add a set amount of AD to the character, the value of this damage ranges from extremely high (new character with 1 AD base) to totally irrelevant (my character is getting there, for level 100+ this is worse). Since I can do, for example, 45 - 54 damage per hit with a Dagger of the Shadow Priest (DotSP) which uses 3 AP with Jewel of Fallhaven (JoF), this means that, without criticals, my DPR is 180 - 216. Would I be using the widely discussed Xul'virr, with 6 AP including JoF, my damage would be 48 - 66 but my DPR would be 96 - 132!
Without having to change the level and skill system, I think a fundamental change in equipment (specifically weapons and armor) could solve the current disbalance, while adding a lot of realism to the different weapon types. Why not work with weapons having a percentage of your base AD? The higher level the player, the higher the base AD resulting in a higher DPR. But not in an unbalanced way, when a certain range is applied for each type of weapons. Daggers, for example, should not be dealing as much damage per hit as a 2h weapon. But the DPR should be around the same, for equally leveled and skilled builds. So this would for example put the most basic knife to 20% and the most vicious (damage-wise) to 70% over the base AD. Barehanded fighting should also be fast and somewhere in this range (I train more than 15 years full contact karate -the way of the empty hand-, experts in barehanded fighting could maybe even go to 90% of AD, but these are details). 2h weapons however, should maybe range from 120% up to 350%. They are slow, but deal massive damage per hit. A 2h weapon that is powerful like the Xul'virr can then deal as much DPR as a DotSP. No imbalance between lower and higher level players! Of course, implementation needs thorough testing to find the right balance between the ranges.
This same principle should be applied through the other base stats. So any weapon, but also armor! should add percentages over base AD, AC, hp and BC. Why should I care for an armor that adds 8 hp, since I have 224 hp anyway (with 10 DR as well)? Or would a malus of 20 hp, as one extraordinary weapon has, be any trouble at all? Now if it would be -20% of my base hp, this is a whole other story!
Another reason why this would be awesome, is that certain 2h weapon builds are far more effective in killing very high resistant enemies. I could think of golems, tortoises or spellcasters with defensive spells having 50+ DR. My puny DotSP character can at level 72 barely damage such characters when my damage output is 70% of base AD per hit, I would need criticals or more levels in AD. I will have lower AC (because of focus on AD with levels, but also the weapons should add less AC), more chances to connect a hit per round (more hits since low AP) and also way better defenses (BC on weapons, or shield, high DR, focus on BC with levels), so I can 'tickle them dead', missing some hits isn't so dramatic. My Dark Knight would at level 72 smash these enemies dead, because he would do (with a 250% AD weapon and current AD of my character) 2,5 * (45 - 54) per hit, so the 50 DR wouldn't matter much. But then, lower defenses, higher AC and less chances to hit per round is the big con for this type.
Another idea related to this concept, would be to change the proficiency skills to affect the AP used with those type of weapons. If you are skilled with a dagger, you will probably not only be more damaging (this is actually already included in the level system, experience gives you HP, AD etc. when leveling up) but also makes you faster. So, the keyword is 'effective'. There are already skills that add damage (Hard Hit), accuracy (Weapon Accuracy) and critical hit skill and multiplier (More and Better Criticals). Current Dagger Proficiency, adding a percentage over the used item on AC, BC and CHS isn't impressive at all. But would I get 10% or 20% reduction over AP... although this would require to work with 1 or 2 decimals, or multiply AP with 10 or 100 to avoid decimals. Maybe, as Oskar suggested, weapons with low AP (say 4 or below) will get focus on CHS, which also makes sense for experts and avoids dagger types to become too powerful. Currently only adds 10% CHS of the weapon, and the 30% of BC is useless since daggers don't add BC or even have a malus.
Feel free to post your thoughts, let's discuss.