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Originally Posted by trevius
So, say your max level is 50, your scaling is currently set to 50%, and your OOC Regen is set to 20%. In this case, a level 1 would take exactly 30 seconds to regen from 0 to 100%, a level 25 would take exactly 45 seconds to regen from 0 to 100% and a level 50 would take exactly 1 minute to regen from 0 to 100. Now, say you upped your max level to 75, then you would just need to lower your scaling to compensate for that.
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yes the this the excatly the recalculating problem I was poiting too - everytime I alter the max lev cap , I have to tune the other numbers to match with it. Given it won't happen very often but will happen eventualy in the long run (specialy on custom servers), and having to go back and rethink what the number should be with new effect kind of pains me. Thats why I propose than max lev cap is not made to be a part of the formula
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But, by doing it this way, people with more mana and hps will have to wait longer than people with less
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actualyl I see this as a positive side =) If you got yourself a large ass mana pool (more than the average for the level) - you don't get to regenerate it for free =)
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And then you would have Items, AAs, Buffs etc all making that system a bit of a nightmare if they factored in
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the regen items and buffs SHOULD NOT be part of OOC regen multypliers.
The OOC should be calculated by itself (based on level and/or total pool) and effects from items and buffs added in on top of that unmodified. (since they work In and Out of combat, its alreday a huge bonus to the player that he gets active in combat regen from them)
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Either way, it seems like if you wanted a balanced perfectly scaling custom system, you would need to just build the whole thing manually in the source code.
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hey my whole system is 2 lines long =)
as I propose before you have 2 Rule variable: Base and Growth.
The only thing you add in code is
Final regen = Final regen + (Base+level*Growth) =)
yes it does not been based on your total mana/hp pool, but I guess its just my view on this is diffirent =) I simply don't see a legit reason why say a lev 65 wizard with 5k mana should regain mana faster than another lev 65 wizard with 4k mana pool. (yes they regain at equal % rate BUT the actual ammount of mana gained per tick will be HIGHER for the guy with larger mana pool, which result in person with lots +mana also gets EXTRA free mana regen on top of that, which is IMHo unfair advatange. Large mana pool- simply means more mana, not more mana per tick)
and then when you start talking actual mob killing vs downtime- the guy with larger pool nto only has more mana during combat - he also has smaller downtime to regain same ammount of mana.
So if your rate is say 1% per tick.
Wizard with 4k pool will regain 2k mana in 5 minutes, whiel wizard with 5k pool will regain 2.5k mana in SAME 5 min. Now let say you need 2k mana to solo mob X. First wizard can solo mob X every 5 min, 2nd wizard can solo same mob every 5min AND get extra 500 mana on top of that, so over course of 25 min wizard B can solo an additional mob. NOT becuase he has superior regeneration (via buffs or items) but becuase he mana pool is larger, which IMHO is wrong.
This approach leads to that +mana items/buffs automaticly outweight +mana regen items/buffs, since the gain from % based OOC regen is MASSIVE compared to what +regen item/buffs can give you.
This will lead to players ONLY going after +mana(or +hp) items/buffs rather than +regen items/buffs, which usualy (if you take LIVE - MUCH rare and harder to obtain)
thats why I belive why OOC should not be based of your pool size