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aberforth




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Join date : 2015-12-19

Add Universal Balance Rules Empty
PostSubject: Add Universal Balance Rules   Add Universal Balance Rules I_icon_minitimeMon Apr 04, 2016 6:25 pm

It can sometimes feel like damage formulas are made the way they are just because some numbers were chosen at random. This can lead to moves that do virtually the same thing having completely different strength variants. That being said, I'd like to offer some struct for a complete balance overhaul.

This example aims to balance around 20% defense and 2000 hp, which helps early-game remain competitive and late-game to be reasonably dangerous.

Each clan has an average of 6 attacks, so we're aiming for them to use at least some attacks multiple times in a fight.

Attacks with CC will do, on average, 35% less damage than attacks without CC.

Every non-AOE or multi-hit move does base 75% of your combat stat as damage.

This means CC moves will do roughly 50% of your combat stat as base damage.

For every 2 seconds of cooldown time we add 6% more damage stats to the calculation.

For example, if chidori has a cooldown of 20 seconds, it will do base 135% of its damage stat in damage.

Then, determine how difficult a technique is to land on average on a 1 to 10 scale. Multiply that number by 10 and add it to the base damage.
Again, using chidori, its difficulty would be around a 5, so we add 50% more to the base damage, bringing it up to 185% of the damage stat.

Let us assume an Uchiha has about 165 ninjutsu power.

This means their chidori would do 305.25 damage before leveling perks, passives, and enemy defense.

We already assume the enemy has 20% defense right now. Currently chidori gets 20% bonus damage at level 120, and adds 4% of enemy missing health per tier23 level.

20% more damage would make it do 366.3 damage. tier23 adds 12% of enemy missing health as damage at max level. At half health from 2000 it would add an extra 120 damage.
Making the grand total before enemy defense 488.3 damage. Reduce this by 20% (enemy defense) and we get the dealt damage of 390.64.
This is roughly the same damage chidori currently does in game.

For multi-hit-AOE and multi-projectile moves we will divide the unreduced damage by the number of ticks or hits + 0.5, and then add 10% of the unreduced damage back for PROJECTILES ONLY(because they're harder to hit than something like iron's AOE).
Phoenix fire flower, for example, shoots 4 projectiles when maxed. This means that each projectile would do 35.5% of the unreduced damage (every one of these should go through damage reduction when/if they land).

For CC moves, we will have a base cooldown of 10 seconds. For every 0.5 seconds of CC it imposes we will add 3 seconds to the cooldown. We will then, again, rate the of difficulty of landing on a 1 to 10 scale, and subtract that value divided by 2 from the cooldown.
Snake's striking shadow snake, for example, which has a difficulty of 6 to land and stuns for 2 seconds would have a cooldown of 16 seconds. This is its current cooldown.

As you can see, with these formulas these two example moves would hardly change at all. However, moves that were out of this curve will fall into a balanced state relative to these when these rules are applied to them.

These values are just example guidelines. Various moves may need to be to be slightly tweaked by hand, but for the most part this will steady out the damage curve.
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