game balancing,ninjamanager

5 posts

 I posted about [this game](http://www.kongregate.com/forums/3-general-gaming/topics/342174-ninjamanager-com-event-starts-in-5-days) here and wanted some feedback regarding immunities. the game is played using 6 ninjas and a summon. for each ninja, there are **taijutsu** and **ninjutsu** attributes that serve as damage component of one ninja and **taijutsu and ninjutsu immunities** can block a percentage of said attribute. Acquiring immunity is via levelling up a summon with immunity attribute, and there are skills and weapons that ninjas can equip. The problem now is that, for example, ninjutsu immunity reaches 100, only **attack** (another damage component which isnt affected by immunity) is counted as damage, and taijutsu. If one says that the solution is to cap the immunity to let’s say 50, the summon with 1 immunity per level will be useless after that level( there’s already a guy with near level 100 summon). so if anyone has a suggestion feel free to comment. thanks :) Two words: Diminishing returns. So right now your damage formula is something like damage = attack \* (100 – immunity) / 100. Immunity 0 takes full damage, 50 takes half damage, 100 takes no damage, right? But you don’t have to use this formula, in general, you can write your damage formula as damage = attack \* f(immunity), and you’re free to choose f. Currently f(x) = (100 – x)/100 and only makes sense for x in [0,100]. But what if you changed f to something that makes sense for all x \>= 0, and is such that f(0) = 1 and Lim f(x) as x → infinity is 0? For instance f(x) = 1/(1+ax)^b with a \> 0 and b \> 0 tuning constants, so your model behaves the way you want it to. Alternately, how about f(x) = exp(-ax^b), with again a \> 0 and b \> 0 being tunable constants? That would work as well and give you a slightly different range of behaviors. I hope this helps, good luck. bumping this topic since there’s going to be a version 2 of the said game. my question is how do you handle critical attaks? would it be better if there is no way to increase the critical chance but still have way to boost critical damage? how about the immunity, should it be turned into a new attribute to avoid being the most abused setup? > *Originally posted by **[kuuya\_03](/forums/91/topics/346905?page=1#posts-8905337):*** > > bumping this topic since there’s going to be a version 2 of the said game. my question is how do you handle critical attaks? would it be better if there is no way to increase the critical chance but still have way to boost critical damage? how about the immunity, should it be turned into a new attribute to avoid being the most abused setup? Crit Chance: 5% Crit Multiplier: 1.5 Something like that? Diminishing Returns should also work for Crit Chance. You can also add in a Brutal Chance which is a Crit chance on top of a Crit chance… so when Crit gets to 50% you start leveling up Brutal chance for an extra multiplier.