PvP Balance

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PvP Balance

Postby Gatz » Fri Jun 27, 2008 12:45 pm

Use this to discuss ways to balance PvP among skills or Villages.
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Re: PvP Balance

Postby Isamu » Sat Sep 06, 2008 7:13 pm

I think Ninjutsu is a little too fast, and should be more easily dodged...
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Re: PvP Balance

Postby Gatz » Tue May 04, 2010 10:02 am

This is an old topic, which needs a bump as it is a good topic.
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Re: PvP Balance

Postby Yamashita » Wed May 05, 2010 10:50 pm

Isamu wrote:I think Ninjutsu is a little too fast, and should be more easily dodged...

Not necessarily "more easily" dodged, but make them dodgeable in the first place. There may be some chance for a ninjutsu to miss, but it seems to be based on the user's stats almost entirely, and not the defensive capabilities of the target. While I understand that the target's stats are used in damage calculations, it would seem that DEX and perhaps WIS and INT should be taken into account when determining whether it hits or not. This could even be extended from a binary system of hitting/missing to a system with degrees of hitting that would more accurately indicate why said jutsu did less damage than the full-on hit. ?Just my two cents.
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Re: PvP Balance

Postby Ichiro » Mon May 10, 2010 2:21 am

I agree with Yamashita, but I think this could also be extended to Taijutsu as well. Obviously it's not quite as big of a concern as taijutsu does less damage per hit (in general), but it could still be a nice addition.
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Re: PvP Balance

Postby Gatz » Mon May 10, 2010 8:51 am

So...what would determine dodging? My only concern is that dodging would be too rare or too common. I don't want players to feel like their targets dodge very easily. I also want something to let NPC's be able to dodge...my rough idea is a dice roll like such:

Chance to dodge is
target's ability in skill's ability type + target's knowledge of said skill + luck
vs
opponent's ability in skill's ability type + opponent's knowledge of said skill + luck

Then maybe some fudge factor and see which is better. However, unless the fudge factor was very fudgy, that would still make it so in a 1v1 fight, the majority of attacks would most like tilt in favor of hitting or missing. Across multiple fights, it probably would be a bit more distributed...but this setup would still make it so a Taijutsuist would land all his hits on a Ninjutsuist, and visa versa.
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Re: PvP Balance

Postby Yamashita » Tue May 18, 2010 2:46 pm

Gatz wrote:Chance to dodge is
target's ability in skill's ability type + target's knowledge of said skill + luck
vs
opponent's ability in skill's ability type + opponent's knowledge of said skill + luck


I think that for ninjutsu and taijutsu, there should be some inclusion of dexterity, because even if you can see how to dodge, if you're not fast enough, it doesn't matter. Of course, it goes without saying that the weight of each factor should be modified to more accurately reflect the impact to dodging.
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Re: PvP Balance

Postby Gatz » Fri May 21, 2010 1:09 pm

So, if I added the chance to dodge or only take partial damage would people be upset when NPCs started dodging their hits more? I have been wanting to add something to make NPC/PCs have a high chance of dodging an attack that would take over 80-90% of their health, just because that seems a bit cheap, however I don't want to people to shrug and go "Now using skills are worthless!"

However, in Naruto you see instances where attacks often miss more than hit. It is more DBZ-esque for attacks to always hit and the person just take it. I like this idea, but I don't want players to feel cheated as I think a lot of games typically let attacks hit more often and do less damage to balance it out.
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Re: PvP Balance

Postby Ichiro » Sat May 22, 2010 12:56 am

I don't think I would feel cheated as long as there was potentially a chance for the custom things that mobs do to also miss players. Even if I ended up feeling a little cheated, I'm definitely willing to give it a shot and see how it goes. The best way to move forward is to try new things :)
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