Difference between revisions of "Morloch's Revelry"

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{{WIP}}
 
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'''Morloch's Revelry''' is a game mechanic designed to improve parity in heavily imbalanced [[Bane|bane]] battles.
  
'''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.  
=== Dynamic Classification ===
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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.
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=== Classifications ===
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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]]'''.
  
=== Hand of Morloch ===
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== Destroyer's Sway ==
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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Each outgoing weapon attack and damaging spell performed in the area of the besieged city will receive a dynamically-adjusted damage increase or decrease proportional to the source's advantage or disadvantage of ally number. This adjustment changes every 15 seconds and is based on battlefield activity over the previous 5 minutes.
  
* '''Defenders'''
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The following lists describe the adjustments when attacks are made on one of the other groups (in-fighting is not modified).
** 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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=== Rates of Adjustment ===
** 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.
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The following bonuses apply to the attacker or defender with a numbers '''disadvantage'''.
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* 1.15x: +18% damage
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* 1.5x: +20% damage
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* 2x: +46% damage
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* 3x: +98% damage
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* 4x+: +150% damage
  
* '''Attackers'''
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The following bonuses apply to the attacker or defender with a numbers '''advantage'''.
** 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.
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* 1.15x: -1% damage
** 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.
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* 1.5x: -12% damage
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* 2x: -21% damage
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* 3x: -32% damage
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* 4x+: -37.5% damage
  
* '''Crashers'''
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== Restrictions ==
** 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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# The modifiers don't kick in until at least one of the two groups (group of person attacking, or group of person being attacked) reaches at least 20 people. So very small banes are not affected by this system at all.
** 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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# There is no system modifier until one side is at least 12% larger than the other side.
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# Attackers and defenders never receive a penalty for attacking crashers, even if their totals are larger than the crasher totals.
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# Crashers always receive at least a minimum 20% damage penalty when damaging attackers or defenders.
  
 
[[Category:Game Mechanics]]
 
[[Category:Game Mechanics]]

Revision as of 05:10, 25 January 2018

WIP.png "Morloch's Revelry" is a work in progress.
The information below may be incomplete and/or inaccurate!

Morloch's Revelry is a game mechanic designed to improve parity in heavily imbalanced bane battles.

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.

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 damaging spell performed in the area of the besieged city will receive a dynamically-adjusted damage increase or decrease proportional to the source's advantage or disadvantage of ally number. This adjustment changes every 15 seconds and is based on battlefield activity over the previous 5 minutes.

The following lists describe the adjustments when attacks are made on one of the other groups (in-fighting is not modified).

Rates of Adjustment

The following bonuses apply to the attacker or defender with a numbers disadvantage.

  • 1.15x: +18% damage
  • 1.5x: +20% damage
  • 2x: +46% damage
  • 3x: +98% damage
  • 4x+: +150% damage

The following bonuses apply to the attacker or defender with a numbers advantage.

  • 1.15x: -1% damage
  • 1.5x: -12% damage
  • 2x: -21% damage
  • 3x: -32% damage
  • 4x+: -37.5% damage

Restrictions

  1. The modifiers don't kick in until at least one of the two groups (group of person attacking, or group of person being attacked) reaches at least 20 people. So very small banes are not affected by this system at all.
  2. There is no system modifier until one side is at least 12% larger than the other side.
  3. Attackers and defenders never receive a penalty for attacking crashers, even if their totals are larger than the crasher totals.
  4. Crashers always receive at least a minimum 20% damage penalty when damaging attackers or defenders.