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10 years ago
"obiwan1011;97160" wrote:
Great post. I REALLY hope CG reads this post and addresses the too much damage/one shot kill issue.
One thought on the armor part. Trying to calculate the percentage increase based on gear will be confusing to the players (i.e. it will be difficult to track what percentage of the total armor value is derived from gear). Hence, why not make it simpler by (armor - armor penetration)/10 and apply that as a percentage reduction to damage?
Taking your example:
Character A: Armor pen 40, Damage 3500
Character B: Armor 300
Damage reduction= (300 - 40)/10 = 26%
Damage = 3500 * (1 - 0.26) = 2590
Character C: Armor 140
Damage reduction = (140 - 40)/10 = 10%
Damage = 3500 * (1 - 0.10) = 3150
Critical or any offense buff should be applied after the initial damage calculation.
So if Character A hits Character C with critical and offense up, then
Final damage = 3150 * 150% * 125% = 5906
Another good way of doing things, but % scaling is going to favor non-tanks more that way. Both ways would be a significant improvement over the current scaling.
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