Vault Dweller
Commissar, Red Star Studio
- Joined
- Jan 7, 2003
- Messages
- 28,044
Let's try it again.
1) Any %miss system is designed with certain "how long should it take you to kill your opponents" expectations. The chance to miss plays a very important role as other than determining your combat prowess, it keeps the characters alive without inflating the HP (case in point, the AoD system where an avg character has about 35-40 hit points and can be killed in 3-4 hits) and makes a huge difference for characters who can hit the target more often.
2) A %glancing system is basically a %miss system where the chance aspect is either eliminated or, in case of DA2, kept but the miss value is increased for some idiotic reasons (deferred success? don't cry, little buddy, you didn't miss, you just didn't cause as much damage as you could have! good job!) from 0 to either a set value like in Gothic or % of full damage like in DA2, ranging from 3/4 to 1/10.
So, now, you have to add more to the HP just to compensate for that extra damage that's not really damage because you're actually missing. So now the formula for HP is "how long should it take you to kill your opponents, considering that you have X people doing Y damage per second just for the lulz". Hence the bloat.
The problem in DA2 is that the glancing damage is very high on casual (3/4) which adds a huge HP chunk, so when you play on Hard and do a lot less glancing damage, the bloat caused by the casual glancing damage remains. So, while it is the casual damage that's the main culprit here, it wouldn't have been an issue if the game was using a traditional %miss system.
First, you have to multiply the Gothic numbers by 4 (a party of 4 hits harder than a party of 1). Second, make adjustment for the defense in Gothic games. Let's say you're trying to hit a regular Orc and your damage is 150 points. His health is 300 points, so theoretically you can kill him in 2 strikes. Right? Wrong. His defense against weapons is 150 points, so you're only doing 5 min points of damage. You'll have to hit that very hard hitting orc 60 fucking times. Orc elite - 450HP and 160 armor. 150 times until you can hit significantly harder than 160 points. Black troll - 1000 HP, 150 armor. Etc.
If you had a 4-men party in Gothic, orcs would have had 1200-1800 HP, trolls/dragons 4000, and that's not counting the insane DR.
1) Any %miss system is designed with certain "how long should it take you to kill your opponents" expectations. The chance to miss plays a very important role as other than determining your combat prowess, it keeps the characters alive without inflating the HP (case in point, the AoD system where an avg character has about 35-40 hit points and can be killed in 3-4 hits) and makes a huge difference for characters who can hit the target more often.
2) A %glancing system is basically a %miss system where the chance aspect is either eliminated or, in case of DA2, kept but the miss value is increased for some idiotic reasons (deferred success? don't cry, little buddy, you didn't miss, you just didn't cause as much damage as you could have! good job!) from 0 to either a set value like in Gothic or % of full damage like in DA2, ranging from 3/4 to 1/10.
So, now, you have to add more to the HP just to compensate for that extra damage that's not really damage because you're actually missing. So now the formula for HP is "how long should it take you to kill your opponents, considering that you have X people doing Y damage per second just for the lulz". Hence the bloat.
The problem in DA2 is that the glancing damage is very high on casual (3/4) which adds a huge HP chunk, so when you play on Hard and do a lot less glancing damage, the bloat caused by the casual glancing damage remains. So, while it is the casual damage that's the main culprit here, it wouldn't have been an issue if the game was using a traditional %miss system.
No.Roguey said:So no matter what, you will always do at least 5 damage (a glance system). And here's G2's monster tables. Starts out in the dozens, goes up to the low-mid hundreds, a few special ones are 1000, the last one has 2000.
Now here's some Dragon Age HP values, which uses the honest-to-goodness miss system:
The bear in Lothering: 1369, Broodmother: 2032 (with each tentacle having 698), high dragon: 4085 Kolgrim (the Reaver fellow): 1240, Gaxkang: 2140, Arl Howe: 1220, Ser Cauthrien: 3415, Archdemon: 4180. Regular enemy values are in the low-mid hundreds.
Seems more like Bioware being Bioware. Or no?
First, you have to multiply the Gothic numbers by 4 (a party of 4 hits harder than a party of 1). Second, make adjustment for the defense in Gothic games. Let's say you're trying to hit a regular Orc and your damage is 150 points. His health is 300 points, so theoretically you can kill him in 2 strikes. Right? Wrong. His defense against weapons is 150 points, so you're only doing 5 min points of damage. You'll have to hit that very hard hitting orc 60 fucking times. Orc elite - 450HP and 160 armor. 150 times until you can hit significantly harder than 160 points. Black troll - 1000 HP, 150 armor. Etc.
If you had a 4-men party in Gothic, orcs would have had 1200-1800 HP, trolls/dragons 4000, and that's not counting the insane DR.