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PK Modification - Increase the Minimum Damage
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For years, Conquer Online has been famous for its classic PvP features. By providing a massive choice of items and various PK platforms, the game is able to offer the players an enjoyable PvP experience. Somehow as the game develops, more and more functions and items have been brought in, which in some ways has affected game balance. And that's why we need to adjust and modify some functions.
To provide a better balance between different levels of players and skills, the TQ team has been considering making changes to the minimum damage calculations, and we've collected opinions and suggestions from our players, before we actually settle on any changes. According to the results of the survey, most players voted "Yes" to increasing the minimum damage. Finally, we've got a plan.
The Final Minimum Damage is a whole new concept. It only applies to the following 2 attack modes:
- Physical attacks
- Skill attacks (continuous-damage attacks not included)
Taking into account the distinctive characteristics of each class, we've set different minimum damage percentages for the different classes, and for class encounters. For one class, the rate also varies from attacking to being attacked, and there's a formula that will be used to calculate the final minimum damage caused by each attack, during the PK encounters. There will be a "dual-damage" system in the game. The final minimum damage system will be activated, only when the original damage system would cause lower damage.
Assuming that you're attacking a much stronger player and your Attack is deducted from the target's Defense. Your minimum damage to the target may be set to a certain percentage of damage dealt, as opposed to the previous 1 point of damage that is currently received.
Take Warrior vs Trojan, for example.
Warrior A - Attack: 4000/ Defense: 4000
Trojan B - Attack: 5000/ Defense: 5000
Obviously, B is stronger than A in both Defense and Attack. When A attacks B, regardless of B's Defense, A will deal 4000*1.75% (hypothetically, we'll be adjusting the rates, which depends on the community's response) damage to B, rather than 1 point for each attack.
On the other side, when A is attacked by B, A will receive 1000 damage for each attack, instead of 5000*0.75% (hypothetical rate again) damage.
That is to say, the system will automatically compare the results of both calculation rules, then pick the higher damage as the final one.
We hope that this modification will offer the lower characters more opportunities to challenge the people around their level, as well as those brave enough to take on the more powerful opponents and provide a better balance in-game. We want all players to enjoy the fun of PKing!
This new PK damage rule will first be tested out on the Wild Kingdom server group and the Lucky 7 server. It will take effect after the server maintenance on Aug. 23rd. The team has not decided when to end the test yet. We'll be listening carefully to our players' thoughts and keep modifying the function. We'll open a thread on the forum and you're welcome to join the discussion and voice your own opinions!
Thank you all for playing Conquer Online!
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