Difference between revisions of "Morloch's Revelry"
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=== Example === | === Example === | ||
− | A defending city was only able to muster 25 players for their defense. Their attackers, however, managed to rally 35 players. The attackers have a x1.4 numbers advantage. Therefore, all defenders receive a damage ''buff'' of +18%. The attackers receive a damage penalty | + | A defending city was only able to muster 25 players for their defense. Their attackers, however, managed to rally 35 players. The attackers have a x1.4 numbers advantage. Therefore, all defenders receive a damage ''buff'' of +18%. The attackers receive a damage ''penalty'' of -1%. While these adjustments alone may not be enough to help the defenders overcome their disadvantage, it may give them a fighting chance! |
== Restrictions == | == Restrictions == |
Revision as of 14:20, 25 January 2018
Morloch's Revelry is a game mechanic designed to improve parity in heavily imbalanced bane battles.
Contents
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.
Disadvantage | Damage Bonus |
---|---|
x1.15 | +18% damage |
x1.5 | +20% damage |
x2 | +46% damage |
x3 | +98% damage |
x4 | +150% damage |
The following penalties apply to the attacker or defender with a numbers advantage.
Advantage | Damage Penalty |
---|---|
x1.15 | -1% damage |
x1.5 | -12% damage |
x2 | -21% damage |
x3 | -32% damage |
x4 | -37.5% damage |
Example
A defending city was only able to muster 25 players for their defense. Their attackers, however, managed to rally 35 players. The attackers have a x1.4 numbers advantage. Therefore, all defenders receive a damage buff of +18%. The attackers receive a damage penalty of -1%. While these adjustments alone may not be enough to help the defenders overcome their disadvantage, it may give them a fighting chance!
Restrictions
- 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.
- There is no system modifier until one side is at least 12% larger than the other side.
- Attackers and defenders never receive a penalty for attacking crashers, even if their totals are larger than the crasher totals.
- Crashers always receive at least a minimum 20% damage penalty when damaging attackers or defenders.