As you may have heard, some of the current formulas will undergo changes. I will explain what is going to change and why we decided to work on them.
We would like to hear your feedback and suggestions.
New armor formula:
The biggest flaw that current formula has is that formula is linear. It means that, for example, upgrading your Brass Armor to Plate Armor will increase minimum and maximum damage reduced by a physical attack by the same amount as if you would upgrade your Dragon Scale Mail to Magic Plate Armor. We want armor matter, worth upgrading.
Here you can see how the new armor formula looks like compared to the old one (X value being your total armor; Y value being damage blocked; red being the old formula; blue being the new formula).
min = totalArmor^(4/3) * 0.25
max = totalArmor^(3/2) * 0.2 + 1
New distance damage formula
We have noticed that at higher levels, vocations starts to blend. Rangers can be blockers, due to the high health pool, they also throw away their bows and crossbows to wear a shield. One of the reasons why it does happen is that distance and melee damage becomes nothing compared to rune damage.
The formula is linear - it's not worth the effort to train at very high skills, the damage boost is too small. End-game monster's armor is too high for rangers to deal a reasonable amount of damage.
Here you can see how the new distance formula looks like compared to the old one.
(X value being your distance fighting skill; Y value being damage dealt; red being the old formula; blue being the new formula).
Hunting bolts (34 attack) are used in this example.
y = 10 + distSkill^(3/2) * 0.0085 * ammoAtk
Average ranger (200 level and 100 distance skill) before the change dealt about 130 damage on average.
The same ranger, after the change, will deal about 170 damage on average. About 30% more.
New melee damage and shielding formula
Some time ago, on Discord, I posted a graph showing buff in knight's damage. We decided to nerf it a little bit because for a simple reason - knight is not a DPS vocation. They are tanks, blockers. This is how it looks like:
(X value being your melee fighting skill; Y value being damage dealt; green being the old formula; blue being the new formula).
Stonecutter axe (50 attack) is used in this example.
y = 5 + weaponAttack * 0.021 * meleeSkill^(5/4)
Knight with melee fighting 100 and 50 attack weapon will deal 37 more damage (12% more).
The same knight, but with higher melee skill (115) will deal 55 more damage (about 16% more).
We want them to block more damage, not to deal it. That's where new shielding and armor formula comes in.
Players with shielding skill 50 will block 27 more damage (14% more). Players with shielding skill 100 will block 104 more damage (28% more).
Here you can see how the new shielding formula looks like compared to the old one.
(X value being your shielding skill; Y value being damage blocked; red being the old formula; blue being the new formula).
Mastermind Shield (37 defence) is used in this example.
y = 10 + defValue * defFactor * defSkill^(6/5) * 0.005
defFactor = 5 (full attack)
defFactor = 7.5 (balanced)
defFactor = 10 (full defense)
But it doesn't mean that knights shouldn't deal any damage. There will be also a change in how do two-handed weapons work.
If knights want to deal damage, they have to discard their defence.
All two-handed weapons will have their attack increased and defence halved. Also, this change will affect attack speed of these weapons.
It will take 3 full seconds to take a swing with such a huge weapon.
In few days a test server will open, so players will be able to try formulas before they will go live. Information about the test server will be posted later.
HAVE IN MIND THAT SOME FORMULAS MIGHT CHANGE, DUE TO FEEDBACK OF THE PLAYERS.