so whatt does an ending do exactly? do i just see an image and thats it? is there no more intereactable elements?
Brisingr12
Recent community posts
Yah sorry if this is a bother with me constantly pestering you about the def scaling, but i just thought of a good way to make defense work, while encourgaing even stat distribution. Damage dealt (regardless if its from the enemy to me, or vice versa) is equal to damage * (Attacker Defense +20000)/(Reciever Defense). To make it so that you dont get attack scaling up from massive defense disparity, if Attacker Defense +20000) >= (Reciever Defense) then damage dealt is not reduced or increased. Of course, crits should only apply to the damage dealt after the defense reduction.
Oh but, dont exactly use +20000, because that kinda of arbitrary value only works for mid to high tier enemies. At low tier, enemies have neraly no defense, so this means that the player will always do full damage to enemies at least up to 20k defense. Instead, make this value something that scales on the player's level or cultivation. (Same could apply for enemies)
back again! once agan the dot damage doest apply in combat training (poison dragon palm) and for some reason great sun mercury technique doesnt work, but in sect battles, poison dragon palm and mercury technique both apply their dot effects and do damage. and btw, i see that youve implemented a new def reduction formula. but it looks pretty inconsistent in its reduction?
to give an example of why, Golden Forest's Gilded Phoenix in combat has 7.5m atk and 7.5m def. at 7m dmg per attack, there is no possible way for my character to tank those hits. the combat realm says early prime void, and im at truth seeking one now... to give an example of how much end i would need to survive the phoenix attack with one hp left and assuming no def, i would need about 280000 points in end. at m current elvel all of my current combined base stats without bonuses is only about 4274... about 1.5% the amount of end i need to survive the phoenix. the absurd defense scaling of the enemies too... id need to be dealing more than 7.5m damage a hit to have any chance of killing these mobs... if you could refer to my previous posy about this : Post by Brisingr12 in Question about the game - itch.io
yeah ive been holding off on this but should weapons ahve that many enhancment effects? because it seems whether i lock them or not it makes no difference, because the enhnacments all just stack anyways. this does however introduce a really big problem with health, because i rely entirely on weapon's bugged stat stacking in enhancment to survive. a flat +25hp per 1 end is far too low to be viable against enemies. maybe add hp bonus stemming from cultivation realm, make end to hp scaling exponential/logarithmic, or greatly increase flat end to hp conversion?
Will do! But for now, it would be great if you could add a seperate section to the guide tagged resources, which would list where/how you can get all the various resources (for like crafting, where to gain qi, etc.). I know you have these already in separate sections but I feel like having a condensed section purely for resources would be good.
This is to do with how stats work in this game:
How do each of the stats work (More specifically, the combat stats, because it seems like all the skill scale off of Attributes)?
Also, this is gameplay wise, and tested by myself, but I don't think making DEFENSE a straight damage reduction is good. Usually it should be percentage reduction, not a straight unbreaking armor type. To give context, one of my skills can deal 849 damage. If the enemy has 18 DEF, I deal 18 less damage. If the enemy has 1000 DEF, their DEF will completely negate my damage, and make it 1. That's not how defense usually works in games... maybe you could make DEF as scaling damage reduction, that interacts with the combat stats of the character (like say, ATK). Additionally, this might just be me but I dont see CRITS happening in the combat log, even with a 55% CRIT rate...
I recommend maybe taking a look at this website for inspiration on how DEF could work in combat: Damage formulas.
Additionally, this is how I think damage in combat could work:
Final Damage=DMG Dealt by Skill ×(ATK/(ATK+Enemy DEF))