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Adjust melee damage

Merged Lisa Greene requested to merge Bunny/t-engine4:melee-damage into master

The current combatDamage formula adds total weapon stat bonuses to weapon damage, leading to the percent damage on weapon tooltips not being accurate and there being relatively little difference in damage between tiers of weapons. Weapons such as psiblades also deal more damage than would be expected for their low base damage, often having an individual psiblade more powerful than a two handed weapon lategame.

This merge request would remove this total weapon stat bonuses contribution to combatDamagePower. Doing so in a vacuum would lead to melee damage being too low, so this also changes the totstat contribution to physical power; presently, totstat is added to combatPhysicalpower during its calculation, effectively acting as raw physical power. I propose instead individually rescaling totstat and adding this rescaled statmod to combatPhysicalpower as effective physical power. This is an intermediary between the combatDamage formula used in 1.5, where totstat was added as effective physical power without any alterations, and the present calculation in 1.6.4.

These changes would lead to approximately the same damage as 1.6.4 early game and midgame, and about 60-70% the damage of 1.5.10 lategame. The purpose of these changes is not necessarily to change melee damage numbers from 1.6.4 (though there is a small increase on average) but rather to reduce the current overwhelming dominance of total weapon stat bonuses on weapon damage and re-emphasize other aspects of the combatDamage calculation. In doing so, base damage will be made more relevant

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  • Lisa Greene Added 1 commit:

    Added 1 commit:

    • 075dd565 - Update tooltip for Form and Function
  • I haven't looked at the specific formula in any detail yet, but something like this is a good idea. Base damage is definitely unimportant now and this should adjust the relative weighting of the various stats to closer to what 1.5 had. Restoring that is good, and tweaking overall damage values as needed is easy.

    I also think its worth noting that the way rescaling worked before was considered a bug (something was just outside a parenthesis, iirc?) but the fact changing it broke the accuracy of a UI feature suggests it actually wasn't.

    I'll play with this a bit soonish.

    Counterpoint: WMD Psiblades is really funny.

  • Lisa Greene Added 1 commit:

    Added 1 commit:

    • ec8dd395 - Widen tiers for statmod rescaling
  • Lisa Greene Added 1 commit:

    Added 1 commit:

    • 1f6d0fd7 - More gradual diminishing returns for statmod
  • Lisa Greene Added 1 commit:

    Added 1 commit:

    • 50f146ff - Add comments for clarification
  • Lisa Greene Added 1 commit:

    Added 1 commit:

    • 3018f090 - More gradual diminishing returns
  • Lisa Greene Added 1 commit:

    Added 1 commit:

    • 0316b96c - More easily understandable numbers
  • DarkGod Status changed to merged

    Status changed to merged

  • DarkGod mentioned in commit 63356fb5

    mentioned in commit 63356fb5

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