Probably most melee skills become temporary 'enchant' skills rather than individual strikes.Ĥ. I'd like to bring down monster HP and DR enough so that warrior characters would to be able to depend on melee damage, pulling out the occasional melee skills when he needs it. Melee skills aren't meant to downright replace normal melee hits once a person gets mana leech. Leeching isn't meant to refill a quarter of your life orb in a single hit. It's also easier to balance monster HP, AR and DR once all the damage numbers are similar.ģ. Monster HP was never meant to be so high that monster regeneration becomes an issue MID-battle.Ģ. To reduce the monster HP and damage accordingly. Once you find something slightly better, you're suddenly exponentially more powerful and the game becomes too easy.ġ. Right now D2 is like this for untwinked characters: Very hard to find good weapon. Why reduce the impact of weapon damage? One is to keep damage numbers lower (explained later), the other is to reduce the dependancy of finding that good weapon. I intended to change how weapon damage in melee skills to give a constant bonus as well rather than multiplicative. Given a certain amount of Strength, an increased weapon damage exponentially increases total damage. Sword B's mean damage is 15, after STR is now 25 damage. Let's say the Hero's Strength adds 10 damage instead. Sword B's mean damage is 15, after STR is now 30 damage. Sword A's mean damage is 10, after STR is now 20 damage. Simply, let's say a hero's Strength multipler is currently 2*x It's to reduce the impact of a high damage weapon vs a low damage weapon and also reduce the numbers involved. It isn't to make strength investments worthwhile, really.
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