I’ll try to see if any flaws could be worked out. Perhaps, the calculator could make it so the amount of people in a realm, multiplied by a certain percentage value in decimal form, would equal HP and DEF of the event. Judging from what I’ve seen, roughly 50-70% of players who see an event will go and hunt for it, while ~40% of those people will actually be able to hit the boss. #Can this expand to events instead of dungeon bosses? A possible fix is to disregard any players below level 10. 20 Characters, the “calculator” would interpret that as 5 people. Dungeon Boss from Big Fish Games is an excellent turn-based RPG wherein the players must command a small group of characters as they attempt to clear out dungeon after dungeon. Low-leveled players affecting the HP and DEF: If you have 3 LVL. The biggest change is that your health does not heal between battles. There are some changes compared to the regular fights youve been having though. It is a special continuous stage that relies on your whole roster. Miscalculation due to players leaving: If 15 people join a realm, but 10 leave, you end up with the HP and DEF of 15 people, which makes fighting the boss harder if only 5 people fight it. Upon reaching level 28, you will unlock the Tower of Pwnage. Because the amount of players in a realm could change drastically (thanks notifers), this should best be used in a dungeon. Obviously, because this idea relies on a certain area, event bosses may see unfair increase of HP/DEF thus, should not be used. ![]() However, the last Dungeon of every Chapter requires 7 Stamina. Most Dungeons require 5 S tamina to enter. Completing the Chapter unlocks the next Chapter. This idea is aimed towards dungeon bosses that easily get steamrolled, such as the Ocean Trench boss.īecause there are more HP and DEF, players that probably would only be able to deal little damage has a slightly higher chance at soulbound loot. Once a Dungeon is beaten the next Dungeon is unlocked. Obviously, the percentage value could use a change, but this is a rough estimate of what it should be at. ![]() This idea will NOT apply to dungeons with Chests, because there apparently is no association between damage done to the actual enemy versus damage done to the chest (in terms of soulbound loot).īased on the amount of players, the HP/DEF will change accordingly. Where amountofplayers = the amount of players within a certain area, and cannot equal 0. Newbossdef = Originalbossdef + Orignalbossdef(0.01*amountofplayers) Newbosshp = Originalbosshp + Originalbosshp(0.002*amountofplayers) The calculations will only take place after the portal to the dungeon has closed. The math will work like this: The more players = more HP/DEF. The differences are: The use of math to determine the amount of HP and DEF a boss has. This idea is a somewhat-simple one, similar to another idea I made, which changes the boss HP and DEF based on amount of people.įor those who found my other posts, you may be wondering – what’s the difference?
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