Difference between revisions of "Morloch's Revelry"

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'''Morloch's Revelry''' is a game mechanic designed to improve parity in heavily imbalanced [[Bane|bane]] battles that applies a buff or debuff on outgoing damage.
  
'''Morloch's Revelry''' is a game mechanic designed to improve parity in heavily imbalanced [[Bane|bane]] battles.
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== Hand of Morloch ==
== Mechanics ==
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Once a character has been judged as an attacker, defender, or crasher, its actions in combat will influence the ever-swaying hand of war in the form of modifications to its outgoing spell and weapon damage. A calculation is performed at the moment of the attack that will either increase it, decrease it, or not modify it at all depending the disparity between allies and enemies in the area of battle. There is no visual effect to show the bane buff is active.
=== Dynamic Classification ===
 
Morloch's Revelry uses a combination of world positioning, combat events, and other subtle logged events to determine whether a player at a [[bane]] battle is an ''attacker'', a ''defender'', or a ''[[Vocabulary#C|crasher]]''. This classification updates dynamically in real-time to allow flexibility and prevent players from attempting to circumvent its effects.
 
  
=== Hand of Morloch ===
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=== Classifications ===
Once a character has been judged as an attacker, defender, or crasher, its actions in combat will influence the ever-swaying hand of war in the form of modifications to its outgoing spell and weapon damage. A calculation is performed at the moment of the attack that will either increase it, decrease it, or not modify it at all depending the disparity between allies and enemies in the area of battle. The following lists describe the adjustments when attacks are made on one of the other groups (in-fighting is not modified).
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* The defending nation and their [[Battlefield Alliances|allies]] are considered '''defenders'''.  
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* The attacking nation and their allies are considered '''attackers'''.
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* All other parties are considered '''[[Vocabulary#C|crashers]]'''.
  
* '''Defenders'''
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== Destroyer's Sway ==
** When a defender damages an attacker then we calculate the highest defender total over the last 5 minutes against the highest attacker total to get the modifier.
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Each outgoing weapon attack and spells performed in the area of twice the besieged city will receive a dynamically-adjusted damage increase or decrease proportional to the source's advantage or disadvantage of ally numbers. This adjustment is recalculated every 5 seconds based on battlefield activity, scanning counts and calculations have been normalized prevent drastic swings for situations such as spec changes, or characters teleporting in to receive god-like buffs. Siege damage is not modified by the Destroyer's Sway.
** When a defender damages a crasher then we calculate the highest defender total over the last 5 minutes against the highest crasher total plus the highest attacker total to get the modifier.
 
  
* '''Attackers'''
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As new players enter the grid, they are counted during the 5 second scan interval and the bane buff is adjusted. If a player is not seen for 15 minutes, they will fall off the count. If a player categorized as a Defender or Attacker leaves guild, they will still be counted towards the calculation for 15 minutes.  
** When an attacker damages a defender then we calculate the highest attacker total over the last 5 minutes against the highest defender total to get the modifier.
 
** When an attacker damages a crasher then we calculate the highest attacker total over the last 5 minutes against the highest crasher total plus the highest defender total to get the modifier.
 
  
* '''Crashers'''
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Players are counted as part of their overarching primary account, this is done to not penalize a nation for changing characters or spec groups. Within the 15 minute window, if a player is seen on one character, than changes to another character, only a single player is taken into account for the calculation.
** When a crasher damages an attacker then we calculate the highest highest crasher total plus the highest defender total over the last 5 minutes against the highest attacker total to get the modifier.
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** When a crasher damages a defender then we calculate the highest highest crasher total plus the highest attacker total over the last 5 minutes against the highest defender total to get the modifier.
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The following lists describe the modifiers that apply when weapon attacks and spells are performed. These adjustments do not apply if less than 20 players are on the grid.  For every player difference, there is 5% increase to the smaller side and 1% debuff to the larger side.
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=== Rates of Adjustment ===
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The following are examples of adjustments apply during battles with a numbers disparity.
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{| class="wikitable" style="text-align: center;"
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|-
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! Difference
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! Bonus to Smaller
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! Penalty to Larger
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|-
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| 30 v 45
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| +35% damage
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| -15% damage
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|-
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| 30 v 60
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| +110% damage
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| -30% damage
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|-
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| 30 v 90
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| +200% damage
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| -60% damage
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|-
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|}
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=== Crasher Adjustments ===
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* Attackers and defenders '''never''' receive a penalty for attacking crashers, even with a numbers advantage.
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* Crashers ''always'' receive a 40% damage penalty when damaging attackers or defenders.
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* '''Crashers will be slain after 20 seconds of entering the grid while a bane buff is active.''' A warning message is generated over the Siege channel to inform the player they should abandon the area.
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=== Multi-boxed characters ===
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* Multiboxed characters will be treated as crashers, and slain if occupying the scanning grid. This is done to prevent players from logging death shrouded characters to soak damage.  
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=== Example ===
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A defending city was only able to muster 30 players for their defense. Their attackers, however, managed to rally 45 players. The attackers have a 15 player numbers advantage. Therefore, all defenders receive a damage ''buff'' of +35%. The attackers receive a damage ''penalty'' of -15%. While these adjustments alone may not be enough to help the defenders overcome their disadvantage, it may give them a fighting chance!
  
 
[[Category:Game Mechanics]]
 
[[Category:Game Mechanics]]

Latest revision as of 18:39, 12 November 2020

Morloch's Revelry is a game mechanic designed to improve parity in heavily imbalanced bane battles that applies a buff or debuff on outgoing damage.

Hand of Morloch

Once a character has been judged as an attacker, defender, or crasher, its actions in combat will influence the ever-swaying hand of war in the form of modifications to its outgoing spell and weapon damage. A calculation is performed at the moment of the attack that will either increase it, decrease it, or not modify it at all depending the disparity between allies and enemies in the area of battle. There is no visual effect to show the bane buff is active.

Classifications

  • The defending nation and their allies are considered defenders.
  • The attacking nation and their allies are considered attackers.
  • All other parties are considered crashers.

Destroyer's Sway

Each outgoing weapon attack and spells performed in the area of twice the besieged city will receive a dynamically-adjusted damage increase or decrease proportional to the source's advantage or disadvantage of ally numbers. This adjustment is recalculated every 5 seconds based on battlefield activity, scanning counts and calculations have been normalized prevent drastic swings for situations such as spec changes, or characters teleporting in to receive god-like buffs. Siege damage is not modified by the Destroyer's Sway.

As new players enter the grid, they are counted during the 5 second scan interval and the bane buff is adjusted. If a player is not seen for 15 minutes, they will fall off the count. If a player categorized as a Defender or Attacker leaves guild, they will still be counted towards the calculation for 15 minutes.

Players are counted as part of their overarching primary account, this is done to not penalize a nation for changing characters or spec groups. Within the 15 minute window, if a player is seen on one character, than changes to another character, only a single player is taken into account for the calculation.

The following lists describe the modifiers that apply when weapon attacks and spells are performed. These adjustments do not apply if less than 20 players are on the grid. For every player difference, there is 5% increase to the smaller side and 1% debuff to the larger side.

Rates of Adjustment

The following are examples of adjustments apply during battles with a numbers disparity.

Difference Bonus to Smaller Penalty to Larger
30 v 45 +35% damage -15% damage
30 v 60 +110% damage -30% damage
30 v 90 +200% damage -60% damage

Crasher Adjustments

  • Attackers and defenders never receive a penalty for attacking crashers, even with a numbers advantage.
  • Crashers always receive a 40% damage penalty when damaging attackers or defenders.
  • Crashers will be slain after 20 seconds of entering the grid while a bane buff is active. A warning message is generated over the Siege channel to inform the player they should abandon the area.

Multi-boxed characters

  • Multiboxed characters will be treated as crashers, and slain if occupying the scanning grid. This is done to prevent players from logging death shrouded characters to soak damage.

Example

A defending city was only able to muster 30 players for their defense. Their attackers, however, managed to rally 45 players. The attackers have a 15 player numbers advantage. Therefore, all defenders receive a damage buff of +35%. The attackers receive a damage penalty of -15%. While these adjustments alone may not be enough to help the defenders overcome their disadvantage, it may give them a fighting chance!