tl;dr Spam clicking can be punished significantly less, and timed hits would still be the meta for killing mobs.
Since fighting monsters and classic PvP are such totally different combat systems, it’s actually very easy to bring them together in the same version. PvP is about speed and control whereas PvE is attack-then-retreat.
The current damage multiplier is calculated as 0.2 + ((t + 0.5) / T) ^ 2 * 0.8, meaning that 20% of a weapon’s base damage is guaranteed, and the other 80% is determined by charge time. I suggest that this be changed so that the time since last attack has less influence. This way, the penalty for spam clicking will not deter PvPers, but it will still make more sense to use timed strikes in PvE.
This Excel spreadsheet I created shows that, in addition to having higher DPS, fully-charged hits would more quickly dispatch basic hostile mobs. It shows values for 1.8, the current release, and four example systems.
The only other adjustment this change would require is to the high damage, long cooldown weapons (i.e. axe and trident). To prevent them from being overpowered, the additional damage could be made into a special attack like the sword sweep. An axe would deal six damage as it did before, but at and above 84.8% charge, it would deal an additional three damage.
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