Class dependent Boss HP

Discussion in 'General Archive' started by sebastian_fl, Dec 30, 2016.

Dear forum reader,

if you’d like to actively participate on the forum by joining discussions or starting your own threads or topics, please log into the game first. If you do not have a game account, you will need to register for one. We look forward to your next visit! CLICK HERE
Thread Status:
Not open for further replies.
  1. sebastian_fl

    sebastian_fl Count Count

    Guys, what do you think about making Bosses HP class dependent?

    1. DSO Dev team will calculate possible damage output of every class.
    2. Boss HP will be adjusted accordingly, taking into account proportion between damage output of various classes.
    3. should the team enter the boss map, his HP will be a sum of the BossHP of the individual classes that a part of the team.
    4. DK's BossHP will be calculated as average of the team in question.

    Example:
    1. Lets say class Witch damage output is 1M points per minute.
    2. Class Rogue - 800k
    3. Class Chuck Norris - 500k
    4. DK - 700k

    For the solo play
    1. boss hp in case of Witch - 1M * X (some BP magic coef)
    2. Rogue - 800k * X
    3. Chuck - 500k * X
    4. DK - 700k * X

    For the team play

    1. Chuck + Witch - 1,5M
    2. 2x Chuck, Rougue, Witch - 2.8M
    3. DK, Witch, Witch - 2.9M
    4. DK, Chuck, Chuk - 1.57M

    And so on.

    The best part - no need to nerf anyone, and whoever is damage king in 2018, it makes no difference, as it will be accomodated in the boss hp formula, whatever it is at that current moment.
     
Thread Status:
Not open for further replies.