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Attack system modification suggestion
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locmerci

Messages: 10,
Joined: Nov 18, 2018,
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locmerci

Messages: 10,
Joined: Nov 18, 2018,
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The strong attack and weak attack could be weird from time to time, so what about set the hp damage be specific and stable under the same environment? But it will be lack of some uncertain factors, so strong attack and weak attack can be remained, while the hp damage of it also be specific and stable under the corresponding environment. As to when will happen the strong/weak attack, times of it can be certainly calculated depends on some factors such as total attack times. but which attack could be wrong/weak is uncertain.
And if this is unacceptable at once, it can be tested in some league-ship, if the rank of same players changed lot compare to current rule, it means current damage calculate system is some chaos.
And of course, pseudo-random should be reserved for the strong/weak attack happen time.

This message was edited 2 times. Last update was at Sep 19, 2020 02:06

locmerci

Messages: 10,
Joined: Nov 18, 2018,
Offline

locmerci

Messages: 10,
Joined: Nov 18, 2018,
Offline
No comment? Maybe my poor English can’t explain clearly. To be in short, the attack system should be more explicit. Such as strong/weak attack be limited in some range to be predict(limited in clear stable damage and happen times). Or it hides possibilities of back door, to make the damage weird.
Or not because of my poor explanation? But just some body needs this possibility?
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