Edit 1/9: These changes are now live!
Combat Revisions are right around the corner, and I wanted to give y’all a full update of what’s upcoming within it! The team and I are really excited for these changes and want to make sure you get the best out of them too! Let’s go ahead and dig into each piece of the combat puzzle.
Before runes, stars were one of the biggest impacts you could make to a character, short of ascensions. With the current system in place, Stars impact can be diminished and we wanted to properly rebalance it. The first thing we did is move the Hero Star Bonus outside of the base, so that it’s clearly visible. Additionally, we’ve moved where the Star bonus is applied in the formula so that it now affects runes, too, like epics.
Damage Reduction and You!
Damage Reduction has always been in a weird spot in Dungeon Boss in that we’ve had two categories of Damage Reduction, generic DR from runes, and DR from other sources. Generic Damage Reduction from runes (the DR that appear on a hero card) was always capped at 50%. However, both DR from other sources (passives, DR from runes that only applied in certain situations) and total DR was uncapped, meaning it was possible to have heroes taking no damage at all from attacks. Furthermore, Damage Reduction felt insignificant in doses that weren’t 100% or close to that. This resulted in a stat that could go from underpowered to overpowered very quickly. We felt that this was both unfun for players and unhealthy from a balance perspective, so we’ve made some significant changes to how the stat works.
Generic Damage Reduction from runes (the numbers that appear on a hero stat page) has not been changed. It is still visible on the hero card, still stacks additively, and is still capped at 50%. Previously, all other DR also stacked additively, and total DR was uncapped, that is no longer the case. All Damage Reduction that isn’t generic DR from runes now stacks multiplicatively, and total Damage Reduction is capped at 90%. DR still retains a powerful edge, we have altered the way the stat works in our combat formula to make the stat more meaningful than it was before. We feel that lowering the stat’s “ceiling” by removing the possibility of 100% DR while heightening the stat’s “floor” by making it more impactful in our combat formula will put Damage Reduction in a much healthier place.
Vanilla “Damage” No More
While making the previously mentioned changes to how Damage Reduction works in our combat formula, the “Damage” stat was naturally impacted. You can’t have one without the other! In the process of our tinkering, we realized that the name and concept of the “Damage” stat felt awkward. The word “Damage” was used both as the name of stat in the combat formula AND the numerical result of the combat formula. That’s super confusing! Since we were already making changes to how stats in the combat formula work, we thought this would be as good a time as any to rename the term. Introducing… Damage Penetration! All runes that increased “Damage” now say “Damage Penetration”. Part of our changes resulted in the stat’s numerical value of being inflated a bit, so you will see an increase in generic Damage Penetration on your runes as compared to what they were previously. The proportional increase is consistent across all runes. In addition, we have increased the stat’s cap from 30% to 50%. The numbers for specific Damage Penetration on runes (vs. Goblins, vs. Nature, etc.) will not be changed and remains uncapped as it has in the past. We have put an arbitrarily high cap on total Damage Penetration Multipliers, (40x in fact!) but do not expect players to reach that cap. All Damage Penetration has stacked additively in the past, and will continue behave that way.
So the numbers have changed a bit, but what do the numbers actually do?! Damage Pen, as I’ll be calling it, does everything it did before, and more! In addition to improving your character’s initial damage output, it also counteracts an enemy’s Damage Reduction. It double dips in that sense! However, Damage Pen does not increase initial damage output as much as the Attack stat. Speaking of the Attack stat…
Fixin’ the Formula
The Attack stat on runes were weighted higher then any other rune. We toned this down, but ATK absolutely remains a vital stat. We want to have a wide variety of options for a player to rune their heroes with, rather than just stacking one stat as the “optimal,” this opens a wider variety of choice to the player. By balancing Attack and Defense along with Damage Reduction and Damage Penetration, we think we’ve found a combat formula that will make the game a lot more interesting!
One Shot Heals
The last thing that we’ve modified is healing. We had a mixed bag of heals for a long time in Dungeon Boss, some people healed a flat value, some healed for a percentage of a Character’s health. Almost all our healing at the high end of the game healed for 100% of a character’s health, and made very little sense for a player to invest in healing or skill on a healer. For the most part we’ll be unifying our heals to a flat value per heal as opposed to a percentage value.
Second, heals are now distributed over turns and number of targets. A Heal over Time (HoT for short) or a multiple target heal will now heal for less than a single target heal. It only takes into account one or the other. For example, if Nub Nub casts Voodoo Chant on his team, the initial heal is split between all allies. Each heal after that is split up over the duration of Voodoo Chant’s status effect.) This change, while big, should allow healers to contribute in a meaningful way while not being overbearing in our new combat experience.
With these changes, it will be noticeably better to evenly mix a few stats with runes, rather than focusing all ATK or all Damage Reduction. We expect this will provide the variety within rune builds that will allow players to truly stand out and create their unique builds for each character!
Bugs/other changes list:
Changes and Balances Moving Forward:
- Heals now heal for a flat amount, split between allies/durations.
- Fixed an issue with Ella’s Blood Ritual where she’d kill herself with it.
- Ember’s Cauterize now heals the lowest person twice if they’re targeted.
- Fixed Deal with the Devil to return the proper amount of health.
- All active ability tooltips should now display healing amounts.
- Fixed bugs with Ember’s “Perpetual Flame”.
- Ella’s “Blood Ritual” no longer fully heals ally, instead heals flat amount.
- Augustus’ “Lay on Hands” no longer fully heals an ally at level 60, instead heals flat amount. It still buffs defense from then on though!
- Epic Shatter Team now calls out that it's a lifesteal instead of heal.
- Dagrund’s Epic now states that it's a lifesteal instead of heal.
- Daeris’ “Vampiric” Arrow Barrage, Shadowblade’s “Vampiric Shuriken” now explicitly say lifesteal.
- Icebloom’s “Unbreakable Heart” and Hansuke’s “Parry”, now properly blocks combat damage.
- Marrow’s “Lure” now heals once independent of the number of buffs purged.
- Leonidus' Skill has been increased.
- 40% health boost in PVP has been removed.
- Level-based miss chance removed.
While we are very confident in this revamp, it would be foolish for us to say that it will make everything perfect. As the dust from this overhaul settles, we will be looking out for specific heroes and abilities that need further balancing and will make changes if we feel they are necessary.