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Post by Arcanet on Jul 17, 2014 23:18:10 GMT -8
That graph is beautiful, like forged steel. On the topic of damage, we'll have to remember these represent a basic attack, a melee strike or throwing a rock. I think these should hit more often for skilled characters, but considering even level six characters don't necessarily have that many life points, the extra damage could be too much. I mean, a melee heavy party of four could deal a whopping 36(!) damage on the first round of combat. That is just by punching, no skills at all. The fact that skilled characters can more consistently activate the two- and three check bonuses of their weapons and skills should be the inherent advantage of high-level play, not that they can punch the boss to the moon. (Unless you're playing a superhero game, in which case go right ahead. )
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Post by Dashing Inventor on Jul 18, 2014 0:47:38 GMT -8
You guys don't even realize that I created this game (and this forum) because I love this kind of discussion. I'm really happy you guys are here and helping me look at this from all the different angles.
I was worried that taking away the additional checks and strikes from multiflip damage would take away a high level character's potential for damage, but Arcanet makes an excellent point that higher level players will more consistently do higher damage, as well as consistently activate their weapon's extra effects (for all sorts of cool effects) and I think that is a perfectly acceptable form of progression. Great points.
Besides, none of this has even scratched the surface of what skills can do as far as modifying/summing multiflips. Perhaps a skill that allows you to add checks from an additional card from a multiflip for damage. The point of skills is that its ok if they add some complication to the game, because the only person who has to be aware of these additional rules is the one using the skill (and it is there responsibility to inform the GM of any effects their skills have), and all of its effects are easily referenced from your hand.
P.S. You guys are awesome.
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Ziphion
Full Member
Resident Mathematician
Posts: 132
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Post by Ziphion on Jul 25, 2014 8:06:37 GMT -8
I tested out the new critical scheme as laid out in this thread, and I've got some results. Before, criticals counted as only one success or failure if they weren't the last card flipped; after DI's recent change, criticals now look like this (according to my interpretation; please correct me if I'm wrong):
This means two changes:
1) Critical failures for 2x or 3x blue that aren't the last card flipped count as four strikes, and likewise for red critical successes 2) Criticals are not all equal; a blue critical success vs a yellow critical success is no longer a tie, but a win for yellow.
The change was implemented to simplify damage, but it has a small impact on the color-vs-color success curves. Check it out (I hope my gif works):
As you can see, the curves got a little more angular. When rotating from -2 all the way to 5, your chances improve by: 4.7%, 9.2%, 7.1%, 6.9%, 7.1%, 9.2%, and 4.7%. On average, this means deck rotations give you a 7.0 (± 4.2)% improvement against all opponents, or if you're only looking at single-colors, 9.4 (± 0.9) %. This is up from 6.6% and 9.1% in the old critical scheme, which is good, because bigger differences mean different character builds will feel more distinct from each other.
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Post by Arcanet on Jul 26, 2014 2:15:26 GMT -8
Can confirm the crit looks like that now, source, have some decks in my hotelrooms safe right now.
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Post by directedbyme on Jul 28, 2014 10:34:57 GMT -8
It's really coming along nicely!
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