Jump to content

Damage Amplifications and "Super Weapon" Range


Hyjoga

Recommended Posts

Damage Amplifications:

Most damage amplifications in this Game won't stack which is pretty disappointing in my opinion. In most cases only the buff with the highest value will apply if you have multiple ones.
Here a list of cards with their buffs that won't stack with each other:

- Warlock (Infused Witchcraft)

- Eliminator (Infused Taming)

- Twilight Minions (Gifted Incentive and Infused Incentive)

- Rogan Kayle (Inspiring Leader)

- Twilight Hag (Infused Femme Fatale)

- Mo (Mo's better blues)

- Motivate (Spur)

- Home Soil (To Arms!)

- Girl Power (Blessed Feminism)

- Warrior's Death (Infused Immunity)

- Unholy Hero (War Cry)

- Lost Evocation (Infused Revenant)

- Soul Splicer (Infused Necromancy)

- Northern Keep (Infused Trench)

- Waystation (Infused Potion)

- Sylvan Gate (Infused Linked Fire): Only stacks with other damage amplification for buildings.

- Wheel of Gifts (Gift of Strenght)

- Bandit Sorceress (Infused Installation)

- Skyelf Sage (Surge of Strenght)

- Earthen Gift (Infused Earth)

Since damage reductions stack diminishly I think it would be only fair if those would stack as well if possible. For example they could stack somewhat like that:
(Highest Value Buff x 1.0) x (Lower Value Buff x 0.5) x (Lower value Buff x 0.5) x ... = Damage Amplification

On another note damage amplifications from Twilight Curse, Infected Tower, Incubator, Lyrish Knight, Bloodhorn and probably every other self infliced damage amplification buff stacks fully with the ones listed above. Anyways it would be nice to make all damage amplifications stackable, since currently many of those cards in the list above feel redundant.

"Super Weapon" Range:

Currently the cards Comet Catcher, World Breaker Gun, Lifestream and Incubator feel pretty useless in most scenarios due to their limited range (World Breaker Gun being an exception due to it's versatility). I think a range increase of 100m on their active abilities would make them more attractive.

Also Comet Catcher has an orb  requirement of 1 Neutral and 3 Fire, where as it's counterparts have an orb requirement of 2 Neutral and 2 Element. On that note Bandit Sorceress increases the impact radius visually while using the ability of Comet Catcher or World Breaker Gun while not actually increasing it.

Anways thanks for bringing this great Game back to life and I hope you think about those changes. :)

Edited by Hyjoga
Link to comment
Share on other sites

1 hour ago, Metagross31 said:

Wait, WoG's damage buff and green forest elder don't stack? My whole life has been a lie!

Ah sorry my bad, Forest Elder does Stack with other damage amplifications, Wheel of Gifts won't stack with other sources from the List tho.

Edited by Hyjoga
Metagross31 likes this
Link to comment
Share on other sites

There are a few different mechanics at work. We are looking to give more clarity to this by clarifying keywords. For damage multipliers we will be using "increased" and "more". "Increased" takes the highest multiplier, "more" functions multiplicatively with itself and with the highest "increased" multiplier. Once we have them sorted out and clarified it might be a good idea to go back through and change some of them where it makes sense.

For damage reduction multipliers there are actually three, "less", "reduced", and absorbed/blocked. These are also poorly clarified and it is something a few of us are working on as part of our card description overhaul project.

Link to comment
Share on other sites

2 hours ago, WindHunter said:

There are a few different mechanics at work. We are looking to give more clarity to this by clarifying keywords. For damage multipliers we will be using "increased" and "more". "Increased" takes the highest multiplier, "more" functions multiplicatively with itself and with the highest "increased" multiplier. Once we have them sorted out and clarified it might be a good idea to go back through and change some of them where it makes sense.

For damage reduction multipliers there are actually three, "less", "reduced", and absorbed/blocked. These are also poorly clarified and it is something a few of us are working on as part of our card description overhaul project.

Ah that's nice to hear, but for me it would make sense that they all just stack like damage reductions stacking diminishly. In some form or another that is. Reason being that Warlock, Eliminator, Twilight Minions (Gifted Incentive), Twilight Hag, Girl Power, Warrior's Death, Soul Splicer, Northern Keep and Waystation don't serve any purpouse currently in terms of damage amplification, since you could just play a better option from the list.

Edited by Hyjoga
Link to comment
Share on other sites

If we could create a damage amp that stacked additively that would be wonderful, but the same isn't needed for damage reduction. As it stands now "reduced" and "increased" make sense to not stack because they actually reduce and increase the damage directly (absorption also does not stack, ice shields function as 100% absorption with a visible limit. Ward of the North is 50% with a hidden limit). For example (and for anyone who doesn't know how this works):

All stonekin have 15% reduced damage. That means if a stonekin unit receives 100 damage it actually only receives 85 damage. If lifeweaving is applied, 50% less damage is dealt to the stonekin while the other 50% is distributed to the unit's surroundings. This means the stonekin unit would receive only 42.5 (43) damage if it had lifeweaving. Now if you also apply ward of the north (absorption) the damage works like this: Only 50% of the damage ever passes through to the stonekin, the other 50% is absorbed. This 50 damage is then reduced by 15% due to the damage reduction and becomes 42.5. Lifeweaving now further lessens this by 50% and the stonekin unit receives a mere 21.25 (21) damage. Lifeweaving as a "less" effect can be stacked with other "less effects" (dryad, unholy power) in the following formula: Y = X * (1 - A) * (1 - D) * (1 - C)

The issue with damage stacking is that it all happens as either an "increase", 100 becomes 120, or as "more" in the following formula: 'Y = X * (1 + A) * (1 + D)* (1 + C). 

This means Lyrish Knight when near buildings attacking XL units adds damage as follows 400 * (1+1) * (1+.5) = 1200 damage. If there is homesoil, it becomes 400 * (1+1) * (1+.5) * (1+.5) = 1800 damage. It would be nice if we could create an additive multiplier which functioned off the base damage so you don't get exponentially scaling damage. Something like 400+ 400(1) + 400(.5) + 400(.5) = 1200 damage. Additive multipliers can stack infinitely without becoming an issue because they stack off base damage. "Increased" damage would thus make more sense because it would increase the base damage on which the additive multipliers stack instead of just functioning as a bad "more" multiplier which can't stack with other "increase" modifiers.

One issue with my idea is that changing current multiplicative stacking bonuses to additive would affect game balance substantially and would require a massive overhaul in card strength. If we did change it, I'd recommend leaving the Counter-modifier multiplicative so it only affects buff stacking. 

Edited by WindHunter
Hyjoga likes this
Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue. Terms of Use