Forge should add at least 50% 2nd weapon damage |
Podostro « Citoyen » 1528207440000
| 2 | ||
I've finally made a forge, and extreme disappointment followed... Adding a HQ Steel sword (67 dmg) to a HQ Katana (67dmg), produced a 71dmg HQ Katana. So, out of the 67 dmg from the Steel sword, only 4 dmg was added to the Katana, that's not even a 6% dmg gain.. I mean, it didn't even improve the Katana far enough to get it's original 72 dmg (from before v39 update) I absolutely loved the idea of the Forge; and I totally get the motive behind having it add only a random part of the dmg of the 2nd weapon. But the floor is too low. I'm guessing the floor is barely 1 unit of dmg power; which considering the costs to use the forge (2 weapons, and blueprints) is extremely dissapointing; and causes me to not use the forge at all with HQ/EQ weapons, the cost/benefit ratio is too high. If the forge were to ensure at least 50% (rounded up) of the dmg power of the 2nd weapon is added to the base weapon, then it would be way more fair tradeoff for losing a 2nd weapon, and paying the added blueprints cost. As a formula, in case I didn't explain it clear enough: NewDamagePower = DamagePowerOfBaseWeapon + MAX(0.5, rand(100)/100) * DamagePowerOf2ndWeapon P.S: Same idea applies to the resulting weapon durability, averaging them make it quite wasteful; it seems fairer to me if the resulting weapon were to get a higher durability; i.e: (DurabilityA + DurabilityB) * 0.75 (75% of the aggregated durability). Which gives an improvement when mixing weapons of same durability; but still punishes mixing a high durability weapon, with a low durability one. So maybe the min result should always be the original durability value from the base weapon Another way is to use the same approach as for dmg power (But in this case, a 20% improve seem like a fair floor). NewDurability = DurabilityOfBaseWeapon + MAX(0.2, rand(100)/100) * DurabilityOf2ndWeapon Dernière modification le 1528208040000 |