Ok, thanks, helpful info I don't have time to get into the code at this moment but here are my plans, do these sound reasonable?
- Bring the exponents for bot attack power back up to what they were, leaving the shields alone.
- Bring the damage-reduction-multiplier on hard/expert from 2x/3x => 1.5x/2x.
- Bring the regen stat range down from 15/330 => 10/220 (had been 5/110 before).
Anything else to address that particular balance issue?
I dunno if I'd bump the exponents up that high again, especially if the other two changes are implemented as well. Just a
little bit lower. (On the other hand, we can probably afford to err on the side of challenge here.)
Okay, so current Hard/Expert non-boss exponents are 1.12/1.13; old ones were 1.16/1.19. On Expert, a level 20 bot would get the following multipliers:
^1.13: 11.5x
^1.19: 32.4x (2.81x current)
^1.16: 19.4x (1.69x current)
^1.17: 23.1 (2.01x current)
And for Hard:
^1.12: 9.64x
^1.16: 19.4x (2.01x current)
^1.15: 16.4x (1.69x current)
So yeah, a 69-100% increase to damage dealt coupled with a 25-33% decrease in the damage reduction stat should deal with the problem quite nicely.
With the change to damage resistance alone, the pictured Assault Exo's damage resistance will drop to 517, which is still rather higher than is healthy but quite a few more things
will mess it up. I think a tank exo that ignores small arms fire should still be a viable build, as long as the pool of available anti-tank weapons isn't too small
.
Another possibility is not letting damage reduction reduce incoming damage below a certain amount, say 10% of original damage (like AI War and many other games do). But that still has to work against massive, massive HP pools and regen.