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 od 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, the following effects will be imposed upon it.
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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]]'''.
  
=== Destroyer's Sway ===
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== Destroyer's Sway ==
Actions taken during a battle can have benefits and consequences.  
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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.
  
{| class="wikitable"
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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.
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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.
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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;"
 
|-
 
|-
! When an...
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! Difference
! Attacker
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! Bonus to Smaller
! Defender
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! Penalty to Larger
! Crasher
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|-
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| 30 v 45
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| +35% damage
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| -15% damage
 
|-
 
|-
! Attacks an attacker
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| 30 v 60
|
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| +110% damage
|
+
| -30% damage
|
 
 
|-
 
|-
! ...attacks a defender
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| 30 v 90
|
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| +200% damage
| normal damage
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| -60% damage
|
 
|-
 
! ...attacks a crasher
 
|
 
|
 
|
 
 
|-
 
|-
 
|}
 
|}
  
Once this judgement has been made, an effect is applied  outgoing spell and weapon damage modifier is placed upon the force with
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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.
The damage modifiers is based on taking the highest number of one group compared against another the highest number of another group over the last 5 minutes. A new sample of the totals on the bane are taken every 15 seconds. Only the highest sample of each group over the last 5 minutes is used to calculate the damage modifier. Any sample that's more than 5 minutes old is rolled off and the highest of the remaining samples is used. So if 40 defenders engage 60 attackers and the numbers fall throughout combat, the total will not change from 40 vs 60 for 5 minutes. However if either side adds to that total, it is instantly bumped to it's new high for 5 minutes. The totals for each side are calculated as such:<br><br>
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* Crashers ''always'' receive a 40% damage penalty when damaging attackers or defenders.
Defenders<br>
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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.
When a defender damages another defender they do normal damage (no modifier).<br>
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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.<br>
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=== Multi-boxed characters ===
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.<br><br>
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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.  
Attackers<br>
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When an attacker damages another attacker they do normal damage (no modifier).<br>
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=== Example ===
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.<br>
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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!
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.<br><br>
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Crasher<br>
 
When a crasher damages another crasher they do normal damage (no modifier).<br>
 
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.<br>
 
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.<br><br>
 
To explain crashers better, they always receive a penalty on the bane field since we can't know if the crashers are helping attackers, defenders, or no one. If there are 40 defenders, 60 attackers, and 30 crashers at a bane, then crashers would count as 80 (30 crashers + 60 attackers) vs 40 when fighting defenders, and as 70 (30 crashers + 40 defenders) vs 60 when fighting attackers. In other words it's never beneficial to bring crashers to a bane to get around this system. If you want to bring other nations to help you at a bane, make sure they're allied to you so they do not receive a crasher penalty to damage.<br>
 
------------------------------------------------------------------
 
The damage bonus/penalty is designed to give each side a fighting chance. The modifier based on the assumption that each player on both sides will average an approximate equivalent amount of damage. So if the fight is 40 vs 80 (1 to 2 ratio) the side with 40 will do half the damage of the side with 80.<br>
 
The system modifier is designed to help normalize the damages between the smaller and larger force. In order to not be a hard counter to numbers, the system does not completely normalize damage until the ratio of small force to large force grows extreme. What this means is that if the difference between a small force and a large force is only 15%, then there will be very little normalization of damage (both sides will do close to what the would normally do without the system). However as the difference grows extreme the normalization kicks in more and more. At 4x difference in force size (20 vs 80, 40 vs 160, etc) the normalization kicks in to fully match the two sides. At this point if both sides are doing equivalent damage per average person, then they will do equivalent total damage. What this means is that the system will kick in less when you bring 50% more people than your opponent versus twice as many people than your opponent. The more someone tries to zerg the more this system punishes them.<br>
 
Here are some sample modifiers:<br><br>
 
Bonus to Smaller Force<br>
 
1.15x: +18% damage<br>
 
1.5x: +20% damage<br>
 
2x: +46% damage<br>
 
3x: +98% damage<br>
 
4x+: +150% damage<br><br>
 
Penalty to Larger Force<br>
 
1.15x: -1% damage<br>
 
1.5x: -12% damage<br>
 
2x: -21% damage<br>
 
3x: -32% damage<br>
 
4x+: -37.5% damage<br>
 
------------------------------------------------------------------
 
Some additional rules:<br>
 
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.<br>
 
2) There is no system modifier until one side is at least 12% larger than the other side.<br>
 
3) Attackers and defenders never receive a penalty for attacking crashers, even if their totals are larger than the crasher totals.<br>
 
4) Crashers always receive at least a minimum 20% damage penalty when damaging attackers or defenders.<br>
 
 
[[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!