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Dudez_world
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Post subject: Re: Balance Posted: Sat May 12, 2012 9:43 am |
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Joined: Fri May 04, 2012 1:23 am Posts: 50
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The gun can be somewhat decent DPS wise if you get multishot skills for it, IE more bullets. however the time it takes to fully upgrade it, added onto the fact that until nearly full upgraded, with all 3 shots and some extra damage, its completely useless make it a pointless build earlygame. even lategame its far outclassed by the other benefits dash and tornado offer.
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Groggy F
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Post subject: Re: Balance Posted: Sat May 12, 2012 1:00 pm |
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Joined: Sun May 06, 2012 2:21 am Posts: 390 Location: The Netherlands
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Froggy G's gun is actually the strongest of all the standard guns, when upgraded. If you go with the damage upgrade, instant firing speed upgrade, and multiple shot upgrade, you get a damage output of 193 * 9 * 3 = 5211 damage per minute, or 86.85 damage per second. Compare with Lonestar (274 * 13 = 3562 dpm), Clunk (86 * (14 + 36 + 44 + 26) / 4 = 2580 dpm), Voltar (80 * 10 * 4 = 3200 dpm), Leon (214 * 17 * 0.6 + 214 * 35 * 0.4 = 5178.8 dpm) and Yuri (400 * 8 = 3200 dpm). Hell, I'm pretty sure it's the strongest of all the skills in the game. It's the Magikarp of skills. It's this: http://www.youtube.com/watch?v=TGB7eTakT_w
Last edited by Groggy F on Sat May 12, 2012 2:13 pm, edited 1 time in total.
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Lindo
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Post subject: Re: Balance Posted: Sat May 12, 2012 2:02 pm |
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Joined: Thu May 10, 2012 7:03 pm Posts: 15
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Groggy F wrote: Froggy G's gun is actually the strongest of all the standard guns, when upgraded. If you go with the damage upgrade, instant firing speed upgrade, and multiple shot upgrade, you get a damage output of 193 * 9 * 3 = 5211 damage per minute, or 86.85 damage per second. Compare with Lonestar (274 * 13 = 3562 dpm), Clunk (86 * (14 + 36 + 44 + 26) / 4 = 2580 dpm), Voltar (80 * 10 * 4 = 3200 dpm), Leon (214 * 17 * 0.6 + 214 * 35 * 0.4 = 5178.8 dpm) and Yuri (400 * 8 = 3200 dpm). He'll, I'm pretty sure it's the strongest of all the skills in the game. It's the Magikarp of skills. It's this: http://www.youtube.com/watch?v=TGB7eTakT_wWow, gonna have to try maxing it out.
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Xaleph
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Post subject: Re: Balance Posted: Sat May 12, 2012 5:10 pm |
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Joined: Tue Jun 02, 2009 1:13 am Posts: 48
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Groggy F wrote: Froggy G's gun is actually the strongest of all the standard guns, when upgraded. If you go with the damage upgrade, instant firing speed upgrade, and multiple shot upgrade, you get a damage output of 193 * 9 * 3 = 5211 damage per minute, or 86.85 damage per second. Compare with Lonestar (274 * 13 = 3562 dpm), Clunk (86 * (14 + 36 + 44 + 26) / 4 = 2580 dpm), Voltar (80 * 10 * 4 = 3200 dpm), Leon (214 * 17 * 0.6 + 214 * 35 * 0.4 = 5178.8 dpm) and Yuri (400 * 8 = 3200 dpm). Hell, I'm pretty sure it's the strongest of all the skills in the game. It's the Magikarp of skills. It's this: http://www.youtube.com/watch?v=TGB7eTakT_wI don't have it on hand (at work), but how is it for DP$? My rough sense is that Froggy's gun takes a massive investment before it works well, and that this makes it difficult to go with a gun build because you need to be effective to get money and need a lot of money to make Froggy's gun effective. Whereas Splash gives you a nice curve that works well initially and gives you fair value for each upgrade.
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Groggy F
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Post subject: Re: Balance Posted: Sat May 12, 2012 6:00 pm |
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Joined: Sun May 06, 2012 2:21 am Posts: 390 Location: The Netherlands
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I only have the data for Froggy G and Clunk scribbled down, might add the rest later.
NOTE: I didn't go for absolute max damage, but for great-but-still-somewhat-cost-efficient damage, i.e. the cheap direct upgrades over the more expensive gradual ones, even if the latter added more damage. For example, Froggy G's gradual rate of fire upgrade adds 3 * 20 shots per minute, while the direct one adds 50 shots per minute.
NOTE 2: I just read on the wiki that the attack speed stat on the statistics page does not perfectly correlate with the attacks per minute. The exact formula is this: [attacks per second] = 0.013 * [attack speed] + 0.378 . It's pretty close though, so I'm not going to recalculate.
Froggy G:
Initial damage: 143 * 5 = 715 Upgraded damage 193 * 9# * 3 = 5211 Upgrade cost: 200 * 2 + 270 + 280 * 2 = 1030 Damage increase: +628.811188811 % Damage increase/solar: 0.61049629982 %/s
# The multiple shot upgrade detracts 1 damage from each shot. That is why the bullets do 9 (5 + 3 + 3 - 1 - 1) damage instead of 11 (5 + 3 + 3).
Clunk:
Initial: 60 * 14 = 840 Upgraded: 86 * (14 + 36 + 44 + 26) / 4 = 2580 Upgrade cost: 130 * 2 + 160 * 2 + 400 = 980 Damage increase: +207.142857143 % Damage increase/solar: 0.21137026239 %/s
Lonestar:
Initial: 200 * 5 = 1000 Upgraded: 274 * 13 = 3652 Upgrade cost: 200 * 2 + 185 * 2 + 320 = 1090 Damage increase: +265.2 % Damage increase/solar: 0.15155963303 %/s
Voltar:
Initial: 48 * 5 * 2 = 480 Upgraded: 80 * 10 * 4 = 3200 Upgrade cost: 175 * 2 + 210 * 2 + 315 = 1085 Damage increase: +566.666666667 % Damage increase/solar: 0.5222734255 %/s
Yuri:
Initial: 240 * 4 = 960 Upgraded: 400 * 8 = 3200 Upgrade cost: 155 * 2 + 210 * 2 + 205 = 935 Damage increase: +233.333333333 % Damage increase/solar: 0.2495543672 %/s
Leon: Initial: 150 * 8 = 1200 Upgraded: 214 * 17 * 0.6 + 214 * 35 * 0.4 = 5178.8 Upgrade cost: ? Damage increase: +331.566666667 % Damage increase/solar: ? %/s
EDIT: Oh wait, I have the rest too. I'm ill as hell, so I have loads of free time on my hands I don't know what to do with. It'll be up in a second.
EDIT2: Rest coming up soon.
Last edited by Groggy F on Sat May 12, 2012 7:54 pm, edited 1 time in total.
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Knotsie
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Post subject: Re: Balance Posted: Sat May 12, 2012 7:30 pm |
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Joined: Wed May 09, 2012 9:28 pm Posts: 1658
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Wow, thanks for calculating this all! Funny that I never played auto attack builds with lonestar (lowest damage increase/solar), while I did play this way with froggy (highest damage increase/solar)
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Fuzia
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Post subject: Re: Balance Posted: Sat May 12, 2012 9:22 pm |
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Joined: Sun May 06, 2012 2:55 pm Posts: 294 Location: Denmark
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Auburok wrote: OverlordCrono wrote: Snip
Want a TL;DR? Too bad, read it, you lazy bums. As a Leon, I'd agree for a shimmer when I'm hit. It's not like I don't have a shimmer already if I get hit with a slow from explosion/time warp/bull, and ensnare from Clunk, or a stun from Froggy G. Numbers fly out of me all the time when nothing else is around. The shimmer would only be an advantage for me to fake my running path, and trick a player to intercept where I'm not going to be. I also agree Lonestar should almost be left alone. He's just as easy to be a murdering machine with as it is easy to fumble and feed the enemy team. It's player skill. I feel like a lot of the "balance issues" are due to player skill, and not really because they are cheap or have no generic counter at all, like Yuri at the top of the map at the enemy's base where he's basically unreachable for most characters. Well said. All of it. I wouldn't have a problem with Yuri flying all the way up there, if I could actually see him on my screen, instead of having to go with the map and a little blind luck! ><
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Fabian
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Post subject: Re: Balance Posted: Sat May 12, 2012 10:17 pm |
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Joined: Thu Apr 23, 2009 7:06 pm Posts: 497
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The scaling of Froggy's damage is indeed a bit too steep. We will do some changes on viable gunbuilds for him in patch 1.1.
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Azur_7
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Post subject: Re: Balance Posted: Sun May 13, 2012 12:33 am |
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Joined: Fri May 11, 2012 11:37 pm Posts: 560
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Fabian wrote: The scaling of Froggy's damage is indeed a bit too steep. We will do some changes on viable gunbuilds for him in patch 1.1. Have you considered making the thorn fish reduce the damage by 2 instead of 1 ? His DPS would be 193*7*3=4053, which would still be the second best after Leon. Quite enough for a character with two excellent skills.
_________________ Time to kick tobacco and chew butts !
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meiam
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Post subject: Re: Balance Posted: Sun May 13, 2012 5:16 am |
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Joined: Wed Apr 11, 2012 7:23 pm Posts: 73
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His gun damage might scale well, but it's pointless since you can't really hit you're enemy well, in real fight you'll get maybe 1-2 of those to actually hit the target and that's at point blank range (since nobody just sit around and let you shoot them, they jump around and stuff).
His range is so pathetic anyway that you either have to sacrifice his dps to get it to a range where you can actually hit enemy far away (even then it's just 1 bullet).
His gun and all his upgrade are really only there to take out turret/core when you can stay there beyond the tornado duration. Against other nauts you're better off upgrading dash/tornado all the time.
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