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Blowing up Balance
#1
bombs are not used , at all , in any sense
8-16 damage +25 from engineer, is useless


Instead if bombs scaled on character level, and recieved a bonus based on guile, bombs may in fact be used

my ideal balance of character level scaling and guile bonus would be

2-5 dmg x character level + 100% guile as damage vs resistance or def depending on the domb.

this at 60 would have bombs doing at max 120/180/240 damage +guile+25 from engineer vs phys or magic dr.

Evasion would also be proccable against this.
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#2
Are you saying bombs should be doing upwards to 300 damage? Try half that and it'd be fine, somewhere in 150 range is fine.
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#3
okay so 1/2 character level instead

60/90/120 +guile and engineer bonuses?
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#4
Sounds good.
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#5
I don't see why not.

Burning your soles on cinders causes lethal half-death damage, but a bomb to the face does 10 damage? Wot. Buff bombs please.
[Image: ht_pudding_the_fox_04_mt_140821_16x9_384.jpg]
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#6
bumping this

Add 100% guile scaling to bombs and a random 1-3x character level added to the damage.
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#7
I thought someone already discussed that'd be a bad idea, considering what bombs are they need to be kept to relatively low scalings or things get out of control.
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#8
a 100% guile scaling is a max 50-60ish damage bonus due to diminishing returns.

with 1-3 times character level being added its at max damage 100-200ish damage, BEFORE elemental resist, BEFORE physical or magical res and armor.

where average health is 500-1000
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#9
It doesn't go vs armor or phys/mag resist, they're unresistable.
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#10
alright then if they are unresistable 75% guile + 1-2*character level, they still cost 3m to use

its of my opinion bombs if they cost 3m should atleast do 150 damage in the games current state of balance.
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