![]() Dungeon Mods that affect the HP of an enemy are applied to the “base” HP which will then be affected by the HP Scaling.These values depend on the difficulty of the dungeon.This means the first X players might add some amount, but the next Y players might add a different amount.HP scaling now works like a “tax bracket” system: each additional player beyond the first will add a certain % of the base HP to the monster’s final health.This means that we can further smooth the HP scaling for battles where, by the nature of the battle, too big or too small groups were at a disadvantage over mid-sized groups. This means we are able now to adapt the HP scaling per boss, to any number of players in whatever “curve shape” we want. We have decided to move on to an implementation that allows us to define the HP growth curve on each enemy. In other cases, the HP was scaling too slowly. While the system was an improvement over the linear growth we had in the past, in certain cases (big groups for example) its exponential increase wasn’t to our liking. With this new release, we have tweaked the Adaptive HP Scaling system a system where certain bosses would adapt their total HP depending on the number of players present. ![]() We have also done some adjustments to the dismantling value of STs Forge to achieve a better balance. In the meanwhile, we wanted to implement this Adaptive HP Scaling as we believe it is going to improve the overall game experience. ![]() We can already feel the air bubbling with excitement for what’s to come. Oryxmania is over and the Month of the Mad God is around the corner. Posted by Deca Acalos JJRelease Notes Tags: hp scaling ![]()
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