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  1. #1
    Player
    Carighan's Avatar
    Join Date
    Apr 2018
    Posts
    1,282
    Character
    Carighan Maconar
    World
    Zodiark
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Reginald_Cain View Post
    They've done it before I don't know why not anymore... if it's about stopping damage variance then make every numeric value of each strike do fixed equal damage. Is that even hard? Stares at blue mage 1000 needles doing fixed damage.
    Yeah plus if you do this as a dev usually for performance reasons your game logic (or in this case the server) only processes a single hit for a large amount of damage anyways. But what gets shown to the player are 4 individual damage hits that sum up to this large number. A purely visual thing where the individual numbers are then timed to when the attacks visually connect.
    (1)

  2. #2
    Player
    Absurdity's Avatar
    Join Date
    Feb 2018
    Posts
    3,016
    Character
    Tiana Vestoria
    World
    Odin
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Carighan View Post
    Yeah plus if you do this as a dev usually for performance reasons your game logic (or in this case the server) only processes a single hit for a large amount of damage anyways. But what gets shown to the player are 4 individual damage hits that sum up to this large number. A purely visual thing where the individual numbers are then timed to when the attacks visually connect.
    Having them actually register as separate hits would be the better option if possible, because at the same time it would lower the crit variance problem we're having.
    Instead of a single 1500 potency hit you would have let's say 4 hits for 375 potency each and a crit roll on each of them.

    But it would increase the processing load, so yeah it's probably not going to happen.
    (0)