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Battle Mechanics

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Click to Loot - Diablo III Powergaming: Diablo III Combat Mechanics Compendium. The purpose of this article is to provide knowledge for powergamers, from powergamers, and to convert casual players into even more powergamers. We like having all relevant information easily available in one place without the need to hack'n'slash through the entire Internet to find it. While most skill to play a game even as complex as Diablo III can be acquired simply by playing the game, some aspects of it are nearly impossible for a human to comprehend perfectly just by playing. Powergaming is an applied science of theorycrafting, and like any applied science, one must master the theory behind it in order to excel in practice. The most reliable source we're using when creating this article is testing in the game itself (we both have access to Diablo III beta). Whenever we write about something we can't properly test, we're using as many different sources as is needed to become convinced of its factuality. 1 Offense 1.1 Weapon Damage 33 × 110% × (1 + 1.23) × 1.15 ≈ 93.091 damage per hit.

Tips from a combat designer: Fibonacci game design. [In this reprinted #altdevblogaday in-depth piece, Vigil Games' senior designer Mike Birkhead explains Fibbnoaci game design, and looks at how it can be "a total ace up your sleeve. "] "Add things until it starts sucking, take things away until it stops getting better.

" Good systems find a balance between keeping the player guessing and keeping things simple; this means both knowing how many options to provide the player, and knowing when to say no to something regardless of how cool. It involves things like how many weapons to have in the game, how many talent trees, or how many monsters to spawn in an encounter. Situations like this rarely have the perfect answer, and that limitless possibility shuts my brain right off. That first brush stroke on a blank canvas can be the most difficult, so I always try to constrain my options. You are probably familiar with the Fibonacci sequence from your college math classes, but if you need a refresher it looks like this: Golden ratio Bottom line.

Basic Statistic Functions. Death Knight Mechanics explained. Melee Damage Mechanics and Statistics | Monster Hunter. Basic Gameplay mechanics - Ex illis wiki. From Ex illis wiki Here is a brief overview of the gameplay mechanics to get you started in your first few games of Ex illis. Combat Mechanics - Heroes of Gaia Wiki. A subscript of 1 (ATK1) denotes the attacker's stat and 2 (DEF2) denotes the defender's stat. note: Enemies seem to have a Hatk of 10 and Hdef of 0note2: Hero Defense hasn't been rigorously tested, especially against other players. Basic Damage: Damage you will do/receive without taking hero or equipment into account. Basic Damage = ATK12/(ATK1 + DEF2) With equipment that modifies ATK/DEF of units, not hero stats, it modifies the ATK/DEF before any calculations. ATK1 = (1+ATKper1/100)*ATK1 + ATKup1 DEF2 = (1+DEFper2/100)*DEF2 + DEFup2 With equipment that modifies damage (increases or reduces damage), it is taken into account after everything except number of units is calculated (next section).

Total Damage Damage with Hero Stats (Hatk, Hdef): (Basic Damage * (1+Hatk/100) / (1+Hdef/100) + "increases damage1" - "reduces damage2") * Number of attacking units1. Combat mechanics. Warhammer Online – Melee Combat Mechanics « Disquette’s Weblog. Based on my experiences in WoW, I developed a passion for simulating combat, especially melee combat. Finding the gear combinations for attaining my character’s maximum Damage Per Second (DPS) was the foundation of those exercises on both my rogue Discoepfeand and my shaman Disquette. The information in this post is intended to be the foundation for those people who wish to do the same in Warhammer: Age of Reckoning (WAR).

WAR, for better or worse, is primarily a PvP (or RvR, actually) game at heart. As a result, sustained DPS is often not going to be the concern of the players, who will instead be focused on burst damage as much as sustained damage. There are, however, some high-end PvE aspects that the developer (Mythic Entertainment) has alluded to. I don’t particularly care how useful this information is to the “average RvR player”, to be quite frank. So, with that all out of the way… Your combat log will show not only the damage you did, but also how much was mitigated by armor.