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This might be balanced by the fact that high-speed weapons give the player more flexibility regarding damage distribution and thus allows them to avoid wasting DPS on overkills. When the player faces a very large number of very weak enemies which all die with one hit, then a 5 attacks per second weapon can kill 5 enemies per second while a 1 attacks per second weapon can only kill 1 enemy per second. Another possible advantage appears when you add randomness to attacks. Due to the law of large numbers, many weak attacks will do a smoother and more reliable damage output than few strong ones. Players usually benefit from reliability. But when such considerations are irrelevant due to your game mechanics and/or encounter design, you will have to make your faster weapons a bit more powerful than they should be to compensate.

This might be balanced by the fact that high-speed weapons give the player more flexibility regarding damage distribution and thus allows them to avoid wasting DPS on overkills. When the player faces a very large number of very weak enemies which all die with one hit, then a 5 attacks per second weapon can kill 5 enemies per second while a 1 attacks per second weapon can only kill 1 enemy per second. But when such considerations are irrelevant due to your game mechanics and/or encounter design, you will have to make your faster weapons a bit more powerful than they should be to compensate.

This might be balanced by the fact that high-speed weapons give the player more flexibility regarding damage distribution and thus allows them to avoid wasting DPS on overkills. When the player faces a very large number of very weak enemies which all die with one hit, then a 5 attacks per second weapon can kill 5 enemies per second while a 1 attacks per second weapon can only kill 1 enemy per second. Another possible advantage appears when you add randomness to attacks. Due to the law of large numbers, many weak attacks will do a smoother and more reliable damage output than few strong ones. Players usually benefit from reliability. But when such considerations are irrelevant due to your game mechanics and/or encounter design, you will have to make your faster weapons a bit more powerful than they should be to compensate.

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 Damage by Defense for single attack     

              Defense
          |     0 |   35  | 50   | 100
       ---+-------+------+-------+-------
       35 |    35 | 17.5  | 14.4 |  9.1
Attack 50 |    50 | 29.4  | 25.0 | 16.6
      100 | 47  100 | 74.0  | 66.7 | 50.0

 Dps assuming HitFrequency = 100 / Attack

              Defense
          |     0 |   35  | 50   | 100
       ---+-------+-------+------+-------
       35 |   100 | 50.0  | 41.1 | 25.9
Attack 50 |   100 | 58.8  | 50.0 | 33.3          
      100 |   100 | 74.0  | 66.7 | 50.0

As you can see from these numbers, high-damage-low-speed weapons are still nominally more powerful against the same enemy than low-damage-high-speed weapons if they have the same DPS according to AttackFrequency * BaseDamage / 2. But the effect is more visible on high-def enemies than on low-def enemies. Both are equally good on 0-def enemies. That means fast-attack weapons are less bad on low-def enemies than on high-def enemies.

 Damage by Defense for single attack     

              Defense
          |   35  | 50   | 100
       ---+-------+------+-------
       35 | 17.5  | 14.4 |  9.1
Attack 50 | 29.4  | 25.0 | 16.6
      100 | 47.0  | 66.7 | 50.0

 Dps assuming HitFrequency = 100 / Attack

              Defense
          |   35  | 50   | 100
       ---+-------+------+-------
       35 | 50.0  | 41.1 | 25.9
Attack 50 | 58.8  | 50.0 | 33.3          
      100 | 74.0  | 66.7 | 50.0

As you can see from these numbers, high-damage-low-speed weapons are still nominally more powerful against the same enemy than low-damage-high-speed weapons if they have the same DPS according to AttackFrequency * BaseDamage / 2.

 Damage by Defense for single attack     

              Defense
          |     0 |   35  | 50   | 100
       ---+-------+------+-------+-------
       35 |    35 | 17.5  | 14.4 |  9.1
Attack 50 |    50 | 29.4  | 25.0 | 16.6
      100 |   100 | 74.0  | 66.7 | 50.0

 Dps assuming HitFrequency = 100 / Attack

              Defense
          |     0 |   35  | 50   | 100
       ---+-------+-------+------+-------
       35 |   100 | 50.0  | 41.1 | 25.9
Attack 50 |   100 | 58.8  | 50.0 | 33.3          
      100 |   100 | 74.0  | 66.7 | 50.0

As you can see from these numbers, high-damage-low-speed weapons are still nominally more powerful against the same enemy than low-damage-high-speed weapons if they have the same DPS according to AttackFrequency * BaseDamage / 2. But the effect is more visible on high-def enemies than on low-def enemies. Both are equally good on 0-def enemies. That means fast-attack weapons are less bad on low-def enemies than on high-def enemies.

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One way to give high-speed weapons a boost could be the introduction of status effects which trigger with an x%chance per hit and do not depend on damage. These would be much more powerful with a fast-attack weapon because they would trigger far more frequently.

One way to give high-speed weapons a boost could be the introduction of status effects which trigger with an x%chance per hit and do not depend on damage. These would be much more powerful with a fast-attack weapon because they would trigger far more frequently.

One way to give high-speed weapons a boost could be the introduction of effects which trigger with an x%chance per hit and do not depend on damage. These would be much more powerful with a fast-attack weapon because they would trigger far more frequently.

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