I really cannot imagine a situation where a spell deals, for example, 100 damage and it's unbalanced, but if it dealt 99.9999 it would be alright
Why would you even want to make a vocation that hits 15 times per second? Other than the questionable "cool factor" it doesn't change gameplay in any meaningful way. But even if you insisted on implementing it, you can:Lets say that an sd deals either 99 or 100 damage.
If I want to make a channeled arrow barrage that is balanced when compared to an sd, and I want this arrow barrage to hit 10 times per cast, I need to make it deal either 9 or 10 damage since I cannot have 9.9 damage.
Even worse if I want to make a super ninja guy that can hit 30 times within the time it takes for a mage to shoot an sd, now I have to make these quick but small hits deal 3 or 4 damage.
Now lets say that I want physical damage to be capable of applying a bleed that deals 10% of the original hit in damage over 5 seconds.
Ninja hits 4, bleed procs, 0.4 damage needs to be dealt as bleed over 5 seconds so I need to figure out a way to bleed the target for 0.08 damage per second.
Had I just multiplied the original damage by 100, this bleed could have dealt 8 damage, and the sd could have dealt 10,000 damage but instead I have to round the damage up to 1 or down to 0. Now I have a ninja that is either dealing 12.5x more damage than intended with bleed, or isn't allowed to benefit from bleed at all.
Well yeah, it doesn't seem cool to me at all. I'd rather see a feature that adds some depth to the gameplay, or just makes it more enjoyable in general.@Wirox
Questionable cool factor? I feel like super fast hitting ninjas are proven to be extremely popular since basically every rpg has one.
Do you know how many of those 0.08-dmg-dealing bleeding effects you'd need to one-shoot a player? A level 100 sorcerer has ~650 hp, so that would require 8125(!) bleeding effects.@Wirox
But ok lets continue with your example then...
Since the damage is per second and lasts for 5 seconds, an average of 0 ticks out of the 5 you get would deal damage. The bleed actually dealing damage would be extremely inconsistent for fast, low damage dealing classes/spells. The better option would be the second one where damage over time stacks up, and I admit that is a great way to do it. Until you get to the point where the per tick damage becomes so high that players cannot heal through it anymore because it flat out 1 shots them (I have this as a monster mechanic in dzot actually, it's hilarious to watch btw). So now you have to add break points in the dot so once it gets too high, it splits up into smaller dots. You have effectively made the most simple script, 10x more complicated for literally no reason other than to display smaller numbers. In fact, an even better solution would be for you to make the server deal 10,000 damage but divide it by 100, round it, then send it to the players client... Actually no, add an option to the client "high rate or low rate". If you tick low rate, everything displays at 100x less.
Of course it changes things. Even if you simply increased every number by 10000, at the very least it reduces visibility.@Wirox We will have to agree to disagree on the benefits regarding development. I've experienced first hand the troubles dealing with numbers being both too low and too high so you aren't going to change my mind about it, and it doesn't seem you are willing to admit that simply increasing the numbers will solve the issue with absolutely no impact on the gameplay.
As I have previously stated in one of my original posts, you could change the damage numbers to random letters or words and it wouldn't change anything as far as gameplay/balance/depth is concerned. Honestly, you could just remove the numbers all together. Just have an experience bar that fills up, effects that display when you hit things, and a health bar that goes down when you get hit. The only thing you might want to show players is their actual level and skill value.
seems alot of ots nowadays are download and run/ get money and close. ive just been playing noxious ot for years because i cant find any other good ots to spend my time on that arn't cash grabs. note i ignore most evos since i dont like level 5k servers =.=. just wondering when a good usa ot will come there are tons of polish and br ones but id lag like hell on those
If it was a lowrate (x1/x2) exp I understand that. But servers with staged experience like pendulum are way easier.@pitbullmindset ive played medivia it was fun but annoying at the same time because i didnt have friends so it made it 10x harder to play a server like that, i never played pendulum but i did play the new usa server when it launched gave up at around level 50 just kept getting jumped because they knew i had no backup
Where about in Ohio?While I'm not advertising the server but LoA is a project/hobby... Hosted in Ohio on probably one of the best-dedicated servers an open tibia server has ever been on... Features are very different from other's ( same name but work way diff ). I solely own and run it, all the scripts are hired out and done by highly reputable people here and they can vouch for how they work. I'll list some of the things... This aren't the only things you will find in LoA either... I'm currently the only server with these types of systems also... besides the OTC that is... PM if you are interested!
Top out level is 500Unique monster categories110% custom crafting system110% instance dungeon system110% custom skills/trades/profession'sUtilizing OTC for a one-off clientRegions