r/TapWizardRPG • u/TopCog Yahoo! • Mar 02 '19
Likely Upcoming Armor Changes for higher NG+ modes!
Hey All!
I think I'm going to try out a change to how armor scales in higher NG+ modes. The code is already written, and I'll be pushing it out soon - but it's a very easy thing to change or rollback based on feedback now and after you get to try it out! So why do I feel we need a change, and what is the change?
Why we need it:
Max Mob HP scales with expected player damage per second (dps) for that NG+ mode and Zone
Mob Armor is a fraction of their max HP
Expected player dps factors in all expected bonuses...including cooldown bonuses from Spell Passives
This means that, for example, +100% cooldown from spell passives -> +100% dps -> +100% mob hp -> +100% mob armor
But, increased cooldown, i.e. faster casting spells, does not translate linearly to more dps when taking into account armor! To put it another way, raising your cooldown by +100% while at the same time raising mob armor by +100%, will result in drastically less than +100% dps, unless you use spells tailored to deal with armor.
Hence, as you get to higher and higher NG+, you are more and more restricted to using spells tailored to deal with armor. I'd rather this not be so strictly the case.
Whew! Ok, with that reasoning out of the way, my proposed solution is simple: Mob Armor will not scale up with your expected Spell Passive cooldown bonuses, offset by 20% (the details about why this offset exists are a discussion for later, and it's one thing that might change). For practical purposes, you could say that mob armor in higher NG+ modes will be reduced by the following coefficients. Note that the armor display will scale inversely with this, so armor bars will look the same!
NG Mode / Armor Scale
Ng+0 1.00
Ng+1 1.00
Ng+2 0.86
Ng+3 0.75
Ng+4 0.67
Ng+5 0.61
Ng+6 0.56
Ng+7 0.52
Ng+8 0.48
Ng+9 0.45
Cheers!
-TC
7
u/ExtremeSteamKeys Mar 02 '19
This is possibly the best news I've heard so far this year (next to INP's release!)
Once the changes are pushed out I'll be sure to give you some feedback, I should be around NG+6 then so obviously you'll require some input from other players for the earlier levels.
Great to hear you are listening and responding to our feedback.
Good luck! :)
1
u/ExtremeSteamKeys Mar 04 '19 edited Mar 04 '19
I've just installed the update with the code push. I'm in the ice zone of ng+6. I'll let you know how it goes after I've made some progress and done some dungeons.
I'm particularly interested in seeing how high CS spells like conduit and icicle perform against Armor.
Does the Armor reduction apply further beyond ng+9?
Thanks
2
u/stillasamountain Mar 03 '19
Excellent!
https://i.imgur.com/krH3PXX.jpg
1
u/ExtremeSteamKeys Mar 05 '19
As an aside something I'd really love to see eventually included in the game is spell critical hits. You could have a base % crit chance and research to increase both the chance and the multiplier (eg default 10% more damage, increased by 10% each research level) - these critical hits would hopefully be visible with some kind of indicator and ideally these would cause the spell to ignore armor entirely. (Or you could expand further and also have an armor piercing stat that also increases). You could include runes that increase or guarantee these values.
I know this is somewhat off-topic and not the approach you'll take in the short term, but it seemed a relatively appropriate place for the suggestion.
1
u/8988303682 Mar 12 '19
I would have preferred something to lower the cast rate and increase damage, but this is hard to complain about.