Carnak wrote: ↑11 Apr 2021 17:09
Dan wrote: ↑11 Apr 2021 05:16
Just because you keep repeating a number - 2.6 or 2.7 doesnt make the formula that came to the 2.6 or 2.7 true.
First flaw in the formula:
A special hits after x seconds, it can't just hit after 0 seconds - white hits do and can 'kill target' if lucky instant you hit...
To be 2.7 a special or a spell should be doing the same, wired into the combat cycle instead of being on its own timer.
Second flaw:
In the time of 1 special, you have many white hits, especially haste seems to scale the white hits far more than the special. This doesnt seem to have been properly calculated as 1 white hit now appears to be more potent than 1 special hit. The special 'should' at least be the same as the dual hits from 2 singlehanded weapons or the same as 1 hit from a twohander.
Anyhow, im just reiterating myself - the math behind the 2.6 is the basic flaw, and is why the game ended as unbalanced as it is right now.
Indeed Dan, the numbers being flung around dont matter! So lets go with entirely arbitrary ones, just to make it more fun.
White hits were increased by apples and oranges (not even numbers?), due to the fundamental basic principle of our balance. We had once upon a time decided that the white hits are 25 chocolate maidens (Number is fictional). Due to chocolate maidens being a big long to type, lets shorten this down to CAID. Upon these 25 CAID we built an entire system, which turned out to have an incorrect calculation at its core. This is what was normalized in white hits, effectively increasing its damage.
Now if we compare a 25 CAID (chocolate maidens.. yum..) special, which uses the same stats as your normal white hits, and has reached the maximum on its counted guild experience (and a few other variables). The damage output will be the same as 25 CAID white hits over time. (There is a small variance depending on the size of your target and hit chance of your special). There have been hundreds of hours spent in game comparing this with the actual damage values, just to verify that the calculations are correct.
Now that we know that 25 should equal 25, we seem to have reached the point of commenting on your statements.
Statement 1: "First flaw in the formula"
White hit has a combat rotation, much like specials. If you are in combat, there is a continuous effort to hit, until you effectively leave combat long enough for this to stop. Once you've left combat, this needs to start up just like any special. So you are working with an incorrect assumption that you can get a "lucky" instant hit, that lucky instant hit can happen just the same with a special which is loading. Also, if you are instantly killing something with white hits, you should probably try bigger targets.
Statement 2: "Second flaw" (So many points here, should probably have been listed as several flaws?)
1. Indeed, you can have several white hits in the time that you hit with one special. In fact, the longer the special, the stronger the special. We account for the time.
2. White hits and specials follow the exact same scaling formula for haste.
3. 25 CAID special should since my changes deal the same as 25 CAID white hits, whether you are dual wielding or using a two handed weapon.
Now to the point, I am not sure on what you are basing your assumptions. If you have definite calculations and proof that any of your statements are accurate, then by all means, send it to me so that I can correct it.
It is possible that you may be using an incorrect assumption that a special you are using should equal that of white hits, and use that to base your theories. Not all specials equal white hits, in fact few do. Guilds are generally not built to put all their eggs in one basket. This does however not mean that white hits are better than specials, in fact specials overall have a higher potential than white hits.
Balance is difficult even if you have all the specifics, so trying to do it with the descriptions and the time it takes to kill something cannot be easy. Kudos to you for trying!