If you are just looking to see extra normal attacks, add a stat that gives a chance on hit to give a free extra normal swing that cannot proc a crit or any other special attack. Pure haste percentage is always going to need high numbers before it becomes noticeable and those high numbers are what cause problems with other systems. If that is still distasteful to you, perhaps what you are looking for is not a haste mechanic, but something more akin to windfury in WoW. This is primarily intended to reduce the randomness and clustering of procs. World of Warcraft uses a proc-per-minute (ppm) implementation for things like trinkets that activate on hit or spellcast. This will still scale with haste, but increasing critical strike chance will not increase the value of the poison talent.Īny on-hit chance is going to be affected this way by haste. Instead of a talent that inflicts poison on the target when a critical hit occurs, give the proc its own independent chance of occurring. You could benefit from extracting bonus hit procs from the critical hit event. Another example would be increasing +crit dmg which then increases the value of any +crit % chance. Haste increases hits per second, which increases damage and anything with a chance to happen per hit. It is about the multiplicative effects of increasing different stats. The problem you are describing is not necessarily about haste. Is this a near-sighted solution? Are there working examples of games currently on the market that don't cap or punish "haste" character builds? It also creates more depth for slower attack builds, rather than just an ability or proc benefiting from slow weapons. This keeps enjoyable haste mechanics in the game, which are fun to play. Mechanics such a proc chances still benefit from Haste, however it may be easier to change the damage output of attacks and abilities to reflect the balance. The result is basically a simple stat weight system. Is it practical to instead use a Rate to decide weather or not something happens vs stat weights, capping and cooldowns?Ĭritical Strike RATE = Crit Chance / Attacks Per Second More Complex games balance such things with Internal Cooldowns and Weighing the stats against each other, but often times Haste still comes out on top as being the supremely powerful stat. The second situation is by far favorable, rather than increasing your Critical Strike Chance alone, since not only will you see more larger numbers (or hits in terms of a miss chance mechanic) per unit of DPS, you'll also be hitting more and games with Proc Chance mechanics also benefits. 50% chance to critically strike, with 2 attacks per second = on average 1 critical strike per second.50% chance to critically strike, with 1 attack per second = on average 0.5 critical strike per second.Recently, gamers seen Blizzard's answer to this Haste issue in Diablo3, by halfing the stat increases on most all items. This creates an immense imbalance, and most of the solutions come in the form of capping haste or utilizing diminishing returns or to killing the big stat increases.Īs a designer and player, I don't feel this is a healthy way to deal with the issue. Obviously, the more times a player attacks, indirectly increases their "rate" of critical strikes, or hits. The biggest problem in modern RPG games is factoring in Haste (Attack Speed), since it compounds so aggresivly with the other base mechanics. Chance to Hit/Dodge/Miss/Parry/Block so on. I've been a small games developer and designer for years, and I've recently begun working on more serious design documents for bigger projects.Ī common theme I'm running in to is imbalance when it comes to "chance" RPG mechanics.Ĭritical Strike Chance.
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