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 Post subject: Balancing Spell Damage
PostPosted: Sun Feb 21, 2010 4:38 pm 
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After spell damage has not been considered enough, and many spell damage towers with very different spell damage amounts were created, I want to write a definite approach for balancing spell damage here.

Approach for balancing spell damage:

a) Calculate the damage that your spell will do at level 10. (i.e. add ten times its level bonus to the base damage)

Damage = base damage + 10 * Damage Level Add


b) Calculate the dps of your spell. If the spell is fired with a 20% chance on each hit and the tower has 2.0 cooldown attack then it would have 0.2 * Damage / 2.0 dps. If your tower can hit more targets, calculate around 3/5 of the maximum targets for your calculations. For example, if you have a chainlightning being able to hit 5 enemies, then determine the damage that the spell would do with only 3 enemies around.

DPS = trigger chance * damage / cooldown

(of course, if your spell is not a trigger chance spell, then leave the trigger chance out. If your spell is a normally casted spell calculate how often it can be cast for the cooldown)

c) Now it is time to determine the goldcost, that this spell should have. Calculate it this way:

Goldcost = DPS * ((((Range^0.6) / 55) / Rarity Modifier) / 1.5)

Range is the range of the spell (i.e. the attack range if the spell is on attack). ^0.6 is the Power function with 0.6 as exponent. DPS is the previously calculated DPS on level 10 and Rarity modifier is a value according to the towers rarity:
Common: 1.0
Uncommon: 1.05
Rare: 1.1
Unique: 1.2

d) Now you have the goldcost that your spell will cost. If your spell costs 400 and it is on a 1600 gold tower as the only ability then the tower should have (1600-400)/1200 = 0.75 abil factor. Congratulations, you have just balanced your spell damage tower.

Note that this guide gives only the basic formula. If your spell has side effects or it is unclear how much targets it will affect, further discussions have to be made on it.


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 Post subject: Re: Balancing Spell Damage
PostPosted: Sun Feb 21, 2010 10:27 pm 
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So that means every spelldamage tower has to be rebalanced?


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 Post subject: Re: Balancing Spell Damage
PostPosted: Sun Feb 21, 2010 10:38 pm 
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boekie wrote:
So that means every spelldamage tower has to be rebalanced?

The ones that differ very much from this formula maybe...


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 Post subject: Re: Balancing Spell Damage
PostPosted: Sun Feb 21, 2010 10:49 pm 
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even i dont know i like the balance attempt, its a good thing to have this one compared to pure intuition.

Just found a typo

geX wrote:
d) Now you have the goldcost that your spell will cost. If your spell costs 400 and it is on a 1600 gold tower as the only ability then the tower should have (1600-400)/1200 = 0.75 abil factor. Congratulations, you have just balanced your spell damage tower.


it has to be

(1600-400)/1600 = 0.75


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 Post subject: Re: Balancing Spell Damage
PostPosted: Mon Jun 14, 2010 4:27 pm 
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Updated formula for spell damage, using the range table and correct divisor. Requested by der_kleine_Tomy. This is the same formula as used in YouTDUtilities.jar except it doesn't handle splash/bounce damage, or DoTs.

Ability Cost = (base damage + level bonus * 10)/range factor/target factor/rarity factor*(base chance per second + level bonus per second * 10).

And then the ability factor is 1 - (Ability Cost / 1.4 / Tower Cost).

Chance per second is chance / cooldown, same for the level bonus.

Target Factors
Ground+Air = 1.0
Ground only = 1.3
Air only = 4.0


Rarity Factors
Common = 1.0
Uncommon = 1.05
Rare = 1.1
Unique = 1.2


Range Factors
Real range factor is obtained by
mod = (range % 50) / 50.
factor = rangeRoundedDown*(1-mod) + rangeRoundedUp*mod.

0 range: 70.93047729,
50 range: 62.93047729,
100 range: 42.74712661,
150 range: 29.9298145,
200 range: 23.37521941,
250 range: 19.36580165,
300 range: 5.001248904,
350 range: 3.827574,
400 range: 2.604075531,
450 range: 1.968350116,
500 range: 1.660765231,
550 range: 1.438431941,
600 range: 1.311574773,
650 range: 1.176937294,
700 range: 1.106775631,
750 range: 1.049241156,
800 range: 1.0,
850 range: 0.959183673,
900 range: 0.923055504,
950 range: 0.890685477,
1000 range: 0.860415586,
1050 range: 0.834886517,
1100 range: 0.810035121,
1150 range: 0.787542287,
1200 range: 0.751693535,
1250 range: 0.727039614,
1300 range: 0.70347945,
1350 range: 0.681967117,
1400 range: 0.661097664,
1450 range: 0.63899695,
1500 range: 0.619765331,
1550 range: 0.60003032,
1600 range: 0.583421839,
1650 range: 0.568045717,
1700 range: 0.555558022,
1750 range: 0.542437787,
1800 range: 0.53037439,
1850 range: 0.520737309,
1900 range: 0.511807881,
1950 range: 0.503293182,
2000 range: 0.495223162,
2050 range: 0.486968828,
2100 range: 0.479463347,
2150 range: 0.47297158,
2200 range: 0.46640741,
2250 range: 0.460724589,
2300 range: 0.45531402,
2350 range: 0.449986005,
2400 range: 0.444868487,
2450 range: 0.439934622,
2500 range: 0.435250649,
2550 range: 0.430660984,
2600 range: 0.426117062,
2650 range: 0.42140016,
2700 range: 0.417121164,
2750 range: 0.413050398,
2800 range: 0.409335784,
2850 range: 0.405330147,
2900 range: 0.401718865,
2950 range: 0.398347447

_________________
Ability cost calculator.


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 Post subject: Re: Balancing Spell Damage
PostPosted: Mon May 12, 2014 9:36 am 
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Posts: 3
Nice post.


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