No matter what is the formula they used they can always decrease the starting value (min value obtainable) or even better the max value obtainable. If the formula was y = 2x+ 50 with 0 < x < 10 the minimum value ofy would be 50 and the maximum value would be 70 if this value is too much you can either reduce the constant ex. y = 2x + 25 at this point the min value would be 25 and the max value 45 you would acquire an high reduction but you would maintain the same gap if instead you reduce the x coeff. you would have y = x + 50 the min value would be still 50 but the max value would be 60, in a move you reduced the max value and the gap between min and max.
First of all, the formula you use isn't similar to the current one, so you might have not understood what I mean.
VIGOR_RATE = 200 * VIGOR / (VIGOR + OFFSET)
with OFFSET = 40 * LVL + 2000
The important difference is that the offset is part of the denominator. If you would lower it, the percentages would go up.
So let's better have a more precise look at this formula. It consists of two parts, the offset and the remaining part. If the offset is 0, the 200 * VIGOR / VIGOR part will always result in 200. If the offset is a positive value, the 200%.will be unreachable, but you can get REALLY close. See: 200 * Infinity / (Infinity + Offset)
Since vigor exists both in the numerator AND denominator, the proportion towards the offset is what counts. An example:
Z = X / (X + Y)
IF X = 1Y THEN Z = 1Y / 2Y = 1/2
IF X = 2Y THEN Z = 2Y / 3Y = 2/3
IF X = 3Y THEN Z = 3Y / 4Y = 3/4
...
IF X = 1/2 * Y MEANING 2X = Y THEN Z = X / 3X = 1/3
IF X = 1/3 * Y MEANING 3X = Y THEN Z = X / 4X = 1/4
IF X = 1/4 * Y MEANING 4X = Y THEN Z = X / 5X = 1/5
...
The pattern should be obvious... and it's identical for all these RO2 formulas. The part we haven't included in the previous statements is the 200, which defines the unreachable maximum. So let's do this now, but let's use some real values as well: At level 80, the offset is 5200 (40*80 + 2000).
IF VIGOR = 1 * 5200 THEN RATE = 1/2 * 200
IF VIGOR = 2 * 5200 THEN RATE = 2/3 * 200
IF VIGOR = 3 * 5200 THEN RATE = 3/4 * 200
...
IF VIGOR = 1/2 * 5200 MEANING 2*VIGOR = 5200 THEN RATE = 1/3 * 200
IF VIGOR = 1/3 * 5200 MEANING 3*VIGOR = 5200 THEN RATE = 1/4 * 200
IF VIGOR = 1/4 * 5200 MEANING 4*VIGOR = 5200 THEN RATE = 1/5 * 200
...
You see. If your vigor is equals to the offset, your resulting rate is 100%. If you have twice as much vigor instead, it's 2/3 * 200 or in other words 133% vigor rate.
Would be nice to see a player with that much vigor. I'd like to see how a 133% cooldown reduction would look like.
The 200 in this formula is that what you described as x coeff. So you're actually stating that it would be wrong to decrease it to a useful value, because it would lower the possible range from 0~200% towards 0~100% or even 0~50% (the case with critical & parry) and that's this would be bad because it doesn't lower the minimal rate (here 0%).
See, my arguments are that it's REALLY, REALLY necessary to decrease the x coeff that I call the unreachable maximum. Sure, we can then discuss whether it makes sense that a lvl1 character has a offset of 2040 already, but you can't decrease THAT one without increasing the rates at any level. The only real option there is to lower the "2000" part, but increasing the level-dependant one.
[Modified for readability]
I got your point but now imagine if the defense of every monster is always 50%
this give you multiple advantages:
1) you have fixed point every level to balance the damage dealed by players so you can focus on balance between players
2) no matter what level the monsters are, developers can still make them diverse
For example:
Iin dayr, they can increase a bit the defense of turtles or scorpions (the ones with natural armor) up to 60% and decrease their attack speed (for turtles) or change in slow dots (for scorpions), [..]
I think that what has to be increased is not the defense% since you soon obtain the level cap but the player damage and the monsters HP in a way at every level a player need the same time to kill each kind of monster. At that point a players could chose to kill turtles using more time but suffering less damage per second or killing wolfs using less time but suffering higher damage.
Sure, that's something I'd like to see as well... and not just for PvE opponents, but for players as well. I just commented it in my last reply to point out that it's not the tragedy as it sounds if monsters have 90%+ defense rate. So I could imagine Dayr Desert Turtles to have such a value to be resistant to armor penetration as well. I just wouldn't make it the norm.
Diablo 2 could use this system only because this is a finished game RO2 is a game that can potentially never end and RO1 is an already vast game instead RO2 is too small to jet encounter these problems
To apply this concept to an endless game like RO2 would just mean regular downgrades (f.e. at lvl25, ML1, ML25; Ultimate Level 1, Uiltimate Level 25 ....). But that's an ugly solution, so I'd prefer a better defense // vigor formula. BTW: Other games like Torchlight give you an absoption instead. Meaning that you absorb 20pts of damage at level 1 and 2000pts of damage later. The advantage is that this can go on forever as well, but you still risk that they become immune to low-damage attacks... f.e. against underleveled enemies.
The only real big mistake developers did in RO lots was to use not level depending stats and or skills,
BT wil always be broken with this formula, the real fix is not to change it but only to put a level dependency on it ex now BT works as crit_damage% = INT*0.4 and if it was =(INT*0,4)/(c*LV) ? The c would be needed to tune the equation. This simple change would noit only automatically cap the crit damage but would also make INT runes less powerfull with trhe game acquiring more levels and to permit the introduction of new even more powerfull runes to maintain the crit damage instead of increasing it.
I'm pretty sure that LotS had level-dependant stats as well.
Battle Tactics could fixed that way - depending on how you scale c - but it would then still be the only skill that get's better depending on your statpoints. So we could cange any other passive skill the same way. The Assassin's critical bonus could rather be level-dependant on a stat f.e. And to find a well-balanced c is extremely hard.
So in my opinion, you could just assume an average and use this as a fix value instead (f.e. the 40~50% I mentioned sometimes). You just save yourself a lot of time.
Edited by Greven79, 26 April 2015 - 10:19 AM.