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Guardian tales Guild War gameplay, attack bosses to cause damage to accumulate
Ranking
Guild War Beta Test Version 2 cancels the health of each single boss, and changes with the level
All are unified as level 100 bosses, with a certain defense, but the abnormal resistance of each boss is different.
Guild War shares the total damage value of 4 types of bosses.
The restrained violent boss will cause 150% damage.
The normal restrained boss will cause 130% damage due to the attribute restraint mechanism.
And the character's peripheral equipment
A single character can only equip a single peripheral equipment
[Invader Mothership], the effect is to increase the damage to enemies with less than 60% health by 20%.
[Twin Statue], the effect is to increase the attack damage by 20% for enemies with more than 40% health.
In another case, what if four characters in a team use the same peripheral equipment?
How to design the guild war gameplay to solve this huge difference and imbalance?
In order to solve the problem of extreme numerical imbalance caused by the same type of peripheral equipment for the entire team in the guild war of Guardian Tales, the following five-dimensional three-dimensional balance solution can be used to achieve strategic diversity reconstruction:
[Case 1]
【Equipment stacking attenuation system】
1,Dynamic Gain Reduction Formula
Total gain = base value × \frac{2}{(1 + e^{0.5×(n-1)})}
(n is the number of equipment, the maximum attenuation is 40% of the effect of a single piece)
**Twin Statue** stacking effect:
| Equipment number | 1 | 2 | 3 | 4 |
|--------|-----|-----|-----|-----|
| Actual gain | 20% | 32% | 42% | 48% |
- **Invader Mothership** stacking effect:
| Equipment number | 1 | 2 | 3 | 4 |
|--------|-----|-----|-----|-----|
| Actual gain | 20% | 34% | 44% | 50% |
#### 2. Equipment mutual exclusion matrix
| Main equipment | Disabled equipment | Compensation gain |
|------------|-------------------------|-------------------|
| Twin Statue | Healing peripherals | Critical rate +5% |
| Invader Mothership | Defensive peripherals | Armor penetration effect +15% |
【Boss dynamic phase system】
1,Quaternary Phase Cycle
mermaid
graph LR
A[Phase 1: 100-75%] -->|Trigger| B[Energy Shield]
B --> C[Phase 2: 75-50%]
C -->|Trigger| D[Anti-Injury Shell]
D --> E[Phase 3: 50-25%]
E -->|Trigger| F[Time Speedup]
F --> G[Phase 4: 25-0%]
```
2. Phase characteristics and equipment linkage
| Phase | Special mechanism | Twin buff | Mothership buff |
|-------|--------------------------|----------|----------|
| Phase 1 | Generate 10% of maximum health shield every 10 seconds | ×1.5 | ×0.5 |
| Phase 2 | Reflect 30% melee damage | ×0.8 | ×1.2 |
| Phase 3 | Increase attack speed by 50% | ×1.0 | ×1.0 |
| Phase 4 | Damage increases by 1% for every 1% HP lost | ×0.3 | ×2.0 |
if red-blue ratio > 3:1:
Trigger overload penalty (2% health loss per second)
elif 1:3 < red-blue ratio < 3:1:
Gain synergy gain (damage +15%)
else:
Energy neutralization (gain cleared)
```
2. Role Positioning Binding
- **Twin Statue** team must meet:
`Ranged ≥2 ∧ Auxiliary ≥1`
- **Invader Mothership** team must meet:
`Melee ≥2 ∧ Tank ≥1`
4. **Three-dimensional restraint system**
#### 1. Compound restraint relationship network
```mermaid
graph TD
A[Fire] -->|Main restraint| B[Nature]
B -->|Secondary restraint| C[Water]
C -->|Main restraint| D[Light]
D -->|Secondary restraint| A
E[Darkness] -->|Dual restraint| A & C
```
2. Dynamic restraint coefficient
- Basic restraint: 130%
- For each additional character with the same attribute:
```math
Actual coefficient = 130% × (1 - 0.05n)^2
(n = number of characters with the same attribute)
```
- When the entire team has the same attribute:
- The main restraint coefficient is reduced to 110%
- Triggering group vulnerability DEBUFF (damage taken +20%)
5. **Time-space integral algorithm**
#### 1. Five-dimensional integral formula
```python
Final score = (basic damage × time coefficient × survival coefficient)
+ combo bonus + abnormal score - overflow penalty
Time coefficient = 1.2 - 0.01×(battle seconds-60)^1.5
Survival coefficient = max(0.5, 1 - number of deaths×0.3)
Combo bonus = min(maximum combo number×0.5%, 30%)
Abnormal score = abnormal coverage rate×20%
Overflow penalty = max(0, overtreatment/total treatment)×15%
```
#### 2. Damage cap rules
- Upper limit of single equipment contribution: 30% total damage
- Upper limit of damage of the same type of skills: no more than 2% of the boss's maximum health per second
- Damage limit in the violent stage: the damage increase is capped at 200% in the first 10 seconds
Balance verification model
1. **Equipment combination heat map**: Generate DPS distribution of each combination through Monte Carlo simulation
2. **Phase breakthrough curve**: Monitor the average time consumption of each stage and the correlation with equipment
3. **Energy balance index**: The red and blue energy ratio should be stable in the range of [0.6, 1.8]
4. **Restraint attenuation slope**: When the number of characters with the same attribute increases, the DPS growth should be a concave function
This solution is achieved through:
- **Equipment attenuation function** suppresses extreme stacking benefits
- **Phase mechanism** forces changes in battle rhythm
- **Energy constraint** builds dynamic balance between equipment
- **Three-dimensional restraint** breaks the attribute monopoly
- **Integral algorithm** reconstructs the value evaluation system
It is expected to achieve:
- The benefits of the same equipment lineup are controlled in the range of 85-115% of the mixed lineup
- The average time difference of each phase is ≤8 seconds
- The number of mainstream lineup combinations is ≥5
- Equipment utilization rate dispersion coefficient ≥ 0.55
A real-time balancing sandbox system needs to be developed to allow dynamic tuning by adjusting the attenuation index, phase conversion threshold, and energy ratio parameters. It is recommended to use the Bayesian optimization algorithm for automatic parameter calibration.
【case 2】
[Regardless of whether the equipment is the same]
Equipment trigger mechanism refactoring
1. Dynamic cross-decay mechanism
- Design the trigger interval of two pieces of equipment as a cross-decay model:
- **Twin Statue**: 20% damage increase is effective when the health is 80%-100%, decays to 10% at 60%-80%, and fails at 40%-60%
- **Invader Mothership**: 20% damage increase is effective when the health is 0-40%, decays to 10% at 40%-60%, and fails above 60%
- Enable **reverse superposition** in the 40-60% overlap interval:
```math
Total damage increase = 1 - (1-twin decay value) × (1-mothership decay value)
```
2. Equipment binding role positioning
- **Twin Statue** only for ranged/support role equipment
- **Invader Mothership** only for melee/tank role equipment
- The system automatically detects the team positioning ratio and adjusts the gain:
```
Gain coefficient = base value × (1 + 0.1×number of eligible roles)
```
【Boss phased transformation】
1. Third-order dynamic resistance system
| HP stage | Abnormal resistance | Equipment gain correction | Restraint coefficient |
|----------|----------|--------------|----------|
| 70%-100% | Control resistance +50% | Twin effect ×1.3 | Attribute restraint 130%→115% |
| 40%-70% | Damage resistance +30% | Double effect ×0.8 | Rage restraint 150%→135% |
| 0%-40% | Treatment reduction +50% | Mothership effect ×1.2 | All restraints unified 120% |
2. Phase transition penalty
- Entering a new phase triggers a 5-second "energy trigger":
- Clear all continuous damage
- Reset attack combo items
- Strengthen the character to midfield
【Compound integration algorithm】
1. Three-dimensional weight system
```python
def Final score (basic damage):
Time coefficient = max(0, 1 - battle seconds/200)
Abnormal score = min(abnormal layer × 3%, 30%)
Survival score = (initial health - damage received)/initial health × 20%
return basic damage × (0.5 + time coefficient × 0.3 + abnormal score + survival score)
```
2. Dynamic capping mechanism
- Upper limit of a single equipment gain: no more than 25% of the total damage
- Upper limit of damage to characters with the same attribute: for every additional character of the same attribute, the damage gain decreases by 15%
【Restraint system rebalancing】
1. Adaptive restraint compensation
- When a certain type of boss is killed more times than the average:
```
Restraint coefficient = basic value × (1 - excess kills × 0.02)
```
- Introduce secondary restraint relationship:
- Primary restraint: 120% damage
- Secondary restraint: 110% damage
- Take the highest value when being double restrained
2. Berserk state refactoring
- Trigger condition changed to ≥3 characters with the same attribute in the team
- Berserk effect adjusted to:
- Increased damage: 150%→120% + 1% increase per second (maximum +20%)
- Added debuff: Increased damage received by the character by 2%/second
【Strategy combination incentives】
1. Equipment combination gain matrix
| Combination type | Gain effect | Trigger condition |
|-------------------|----------------------------|------------------------|
| Space-Time Ripper | +25% damage to 40-60% HP | 1 Twin + 1 Mothership + 2 different positions |
| Balanced Guardian | +10% damage in all stages | 2 Ranged + 2 Melee without duplicate equipment |
| Abnormal Expert | Abnormal effect +30% | Carry 3 abnormal skills |
2. Rotating tactical targets
- Two tactical indicators are randomly activated every week:
- **Blitzkrieg**: Damage in the first 30 seconds × 1.5 times
- **Protracted War**: Damage +5% every 10 seconds after 60 seconds
- **Precision Strike**: Critical damage +25% but critical rate -15%
Balance verification indicators
1. **Equipment selection dispersion**: Ensure that the usage rate of the top 3 popular equipment is less than 35%
2. **Damage distribution in each stage**: The damage ratio of each health stage is controlled at 30%±5%
3. **Lineup combination entropy value**: The mainstream lineup does not exceed 40% of the total appearance rate
4. **Time efficiency curve**: 75% of the battle duration is distributed in the range of 70-130 seconds
Summarize:
By introducing phased dynamic correction + combination strategy constraints + adaptive restraint system, the impact of equipment differences can be compressed to within ±12%. At the same time, the multi-dimensional points system allows different tactical schools to gain competitiveness. It is recommended to continuously monitor the following data in a 2-week iteration cycle:
- Equipment gain coverage rate at each stage
- DPS change slope across health ranges
- Frequency fluctuation value of restraint attribute usage
In addition, my little selfish thought: I have tried my best to optimize the solution for the beta2 problem, the framework of the hero favorability system... do you have any plans? (ಡωಡ)
thank you~
첫댓글 아직 한국은 새벽 더 자야됩니다.
I understand, you guys are under a lot of pressure, go to sleep, even though I didn't sleep all night ()