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Difficulty Level Research

8 replies [Last post]
Sun, 05/03/2015 - 08:37
Pery-Alaois's picture
Pery-Alaois

I did some research to see how much of a difference that the difficulty level makes.
I used the tier 1 mission "Toy Soldiers" and the monster Scuttlebot to test how much damage and health the monsters deal and have, respectively. All I had on was a Spiral Sallet, Fencing Jacket, Iron Buckler, Bolted Blade, and Punch Gun; no trinkets or battle sprites. This is the data I collected using Notepad.

"Toy Soldiers (3-1)
Factory Floor (Depth 2)
Scuttlebot
Lvl 5 Spiral Sallet
Lvl 2 Fencing Jacket (Dmg Bns Med)
Lvl 1 Bolted Blade (Effected by dmg bns)

Normal
Monsters deal quarter pip of damage
Monsters take 3 hits to kill

Advanced
Monsters deal half pip of damage
Monsters take 4 hits to kill

Elite
Monsters deal 3/4 pip damage
Monsters take 5 hits to kill"

It seems that damage is increased by a quarter each time, and that armor/health is increased by a third each time.
-Pery

Sun, 05/03/2015 - 09:06
#1
Hexzyle's picture
Hexzyle

armor/health is increased by a third each time.

FYI it's 100% on normal, 150% on Advanced, and 200% on Elite.

It seems that damage is increased by a quarter each time

....

Quarter of what? From your values, it looks like the damage is 100%, 200%, and 300% for Normal, Advanced, and Elite, respectively. But these values were taken after defense. From what I understand, knights have twice as much base armor on Normal than they do on Advanced, and none on Elite, monster damage probably doesn't actually change, except for the composition of special to normal damage.

Sun, 05/03/2015 - 09:32
#2
Skepticraven's picture
Skepticraven
↓

"From what I understand, knights have twice as much base armor on Normal than they do on Advanced, and none on Elite, monster damage probably doesn't actually change, except for the composition of special to normal damage."

My observations support this as well. One can identify armorless values (on normal/advanced/elite) by using deathmarks (from OCH, save winterfest, LD). Keep in mind, you cannot control difficulty in LD. I confirmed that on elite, layoafers dealt the same damage against full drake scale and deathmarked full divine (412 exactly on the first depth of Save Winterfest for a vanguard).

If you want to further compare pure damage for varying difficulty levels, I suggest using the second depth of OCH to get deathmarked. Additionally, this thread has some useful equations for minimizing the damage down to a single value.

Sun, 05/03/2015 - 11:05
#3
Flowchart's picture
Flowchart

Quarter of what? From your values, it looks like the damage is 100%, 200%, and 300% for Normal, Advanced, and Elite, respectively

Think about it. he obviously didn't mean +25% as the numbers don't match up. What else could "a quarter" mean. Perhaps there is a pattern in his recorded values.

Sun, 05/03/2015 - 12:52
#4
Dahall's picture
Dahall
Couldn't wait for it

He meant quarter of a pip(hopefully I am not wrong either).

Sun, 05/03/2015 - 19:08
#5
Hexzyle's picture
Hexzyle

He meant quarter of a pip(hopefully I am not wrong either).

I was pointing out that either his summary was off, or if he was talking about pips, that it doesn't scale up. In Tier 3, I bet Scuttlebots don't do 5 pips, 5 and a quarter pips, and 5 in a half pips on Normal, Advanced, and Elite, respectively.

Sun, 05/03/2015 - 23:47
#6
Thunder-The-Bright's picture
Thunder-The-Bright
algorithms are the solutions to any problem.

wasn't there an extensive chart on this thing? no? oh well.

Mon, 05/04/2015 - 03:52
#7
Sir-Pandabear's picture
Sir-Pandabear

That's health, not damage. I think Hexzyle figured out damage difference per difficulty, but I'll be damned if I remember where the thread was.

Mon, 05/04/2015 - 04:57
#8
Hexzyle's picture
Hexzyle

I think Hexzyle figured out damage difference per difficulty, but I'll be damned if I remember where the thread was.

Say what? The only thing I tested to do with monster damage was how much each different monster did, and from that info I found that monsters use different classes of damage just like how spawns use different classes of monsters. The testing was done before free elevators and difficulty settings and all that.

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