Proposed new melee equation
I know I'm cranking out a lot of equations, but I think eqemu is to the point where we can have accurate spawns, aggro, and equations. I keep hearing that it's off, and I can't understand why some of the variables in the current equations exist in their locations... Why would level have anything to do with damage?? Skill has to do with level, so use that variable to replace all references to level. Characters with advanced skill benefits (some monk skills) shouldn't be hampered by their levels.
Anyway, another proposed equation: standard melee equation
Maxdamage = 3 + damagebonus (from weapon) + weapondmg * CUBEROOT(STR^2)*meleeskill)*.05
EDIT: this equation isn't cutting it :P We'll work it out some more and post an update.
I'll keep cramming numbers in to get max damage, and assorted damage sets. The reason I put STR^2 is to punish all wussy casters in melee. No matter how high the skill, they will never succeed. I need data to test this with, and complaints about situations where this data doesn't work.
If anyone thinks there should be a class modifier for the groups, I think that can be arranged. I think basic weapon sets are just more effective for each group. While rogues may not have much strength, they have much faster weapons with good damage.
Give me feedback!!
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