November 22, 2017, 01:24:58 am

Author Topic: A balanced proposal for maximum dodge caps  (Read 1550 times)

0 Members and 1 Guest are viewing this topic.

Offline Voltar

  • Noob Sauce
  • *
  • Posts: 3
  • Karma: +0/-0
A balanced proposal for maximum dodge caps
« on: October 21, 2010, 12:28:47 pm »
If I'm not mistaking, the current dodge cap is 60 for all races and classes right now, which means there really is no point in not playing a high str race for ninjas and mystics, here is a proposal that will balance out maximum attainable dodge based on race/class

The basic formula should be:
max attainable dodge = max agil/3 + max charm/5 + class dodge/2 + race dodge /2

Optional:  When this formula is exceeded, each additional five dodge points could give a 1% increase in the dodge rate.

The following max dodge for each race ranked high to low:

race/max agil/max charm/max theoretical dodge
halfling/150/100/+5 from race/75
nekojin/130/110/65.33
elf/120/120/64
dark-elf/120/110/62
goblin/125/100/61.66
half-elf/110/110/58.66
gnome/110/90/54.66
human/100/100/53.33
gaunt one/110/80/52.66
half-orc/100/80/49.33
dwarf/90/85/47
kang/90/85/47
half-ogre/60/60/32

Note: The maximum attainable dodge would be by a halfling mystic/ninja at as class dodge gives an additional dodge cap of 12.5 87.5

Offline pentagruel

  • Novice
  • ***
  • Posts: 62
  • Karma: +0/-0
Re: A balanced proposal for maximum dodge caps
« Reply #1 on: October 21, 2010, 02:07:28 pm »
You didnt take into account the effect items have on dodge.  That has to be worked in for any type of reasonable solution.

Offline Gardner Denver

  • Coder of Utilities
  • Administrator
  • Master
  • *****
  • Posts: 2712
  • Karma: +41/-54
    • Quest-ware.net
Re: A balanced proposal for maximum dodge caps
« Reply #2 on: October 21, 2010, 03:06:58 pm »
Dodge is not hard capped.  Up to +60 you get 1 for 1, past 60 you start diminishing returns on a 5 to 1 scale, so you'd need +65 dodge to get +61, +75 dodge to get +62, etc...  The  upper end may need to be tweaked a bit, and the scale factor may need adjusting, but the way dodge works in greatermud we can't allow anyone to ever get an effective +100 dodge rate.

Offline Voltar

  • Noob Sauce
  • *
  • Posts: 3
  • Karma: +0/-0
Re: A balanced proposal for maximum dodge caps
« Reply #3 on: October 21, 2010, 04:08:25 pm »
You didnt take into account the effect items have on dodge.  That has to be worked in for any type of reasonable solution.

This is a formula for maximum attainable dodge, not the actual dodge rate.  Items would still give dodge bonuses like normal.  Once someone reached the "max rate" they would either be capped or they would start to experience diminishing returns.