Money Power; likely gonna be OP.

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Flashlight237
Posts:2252
Joined:Tue Jul 16, 2019 3:01 am
Money Power; likely gonna be OP.

Post by Flashlight237 » Sat Dec 28, 2019 1:36 am

Heya. So, money power is a skill that increases power and decreases defensive output by a certain amount depending on your in-game carrying money. Problem is, well, it's not capped, meaning it'll be broken; that is OP and suicidal at the same time. I've checked with the Discord and many people agreed on a cap of $10000 in carrying money, so... Here's what I'll put in.

For Money Power, there should be a cap in how much money power would boost gunmen, and that cap is, well, exactly $10,000 (cannot be changed with skill level). That way it won't be a potential hazard to game balance. Gotta account for every contingency.

Jakub34
Posts:477
Joined:Wed Jul 17, 2019 11:03 pm

Re: Money Power; likely gonna be OP.

Post by Jakub34 » Sat Dec 28, 2019 10:58 pm

OP, yes, but 10k does next to nothing. It looks like the more damage you deal, the less effective this skill becomes. With 10k, my character with artillery sees about a ~1.1x damage increase, whereas my account without artillery sees a ~3x damage increase. Same thing happens with 60k. My character with artillery only sees a ~x1.5 bonus, whereas my character without artillery sees a ~20x bonus. Not how this is applied, but it should be something like playerDamge * moneyPower. Of course, this formula will actually be broken, so it should be changed to something more like this. (Through testing, that's how the defense formula from money power works) Also, I am not sure how Robby is planning out skills, but I don't think this is a skill that be for newer players.


Increase your damage by x%, and reduce your defense by x% for every 50k held. Maxes at 250k.

Level 1: Increases damage by 10% per 50k, and decreases defense by 3% per 50k. (x1.5 more damage and 15% less defense if capped)

Level 2: Increases damage by 25% per 50k, and decreases defense by 6% per 50k. (x2.5 more damage and 30% less defense if capped)

Level 3: Increases damage by 60% per 50k, and decreases defense by 10% per 50k (x4.0 more damage and 50% less defense if capped)

Still needs some adjustments, but this is a general idea on how the skill should work.

Without 10k
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With 10k
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Without 10k
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With 10k
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With 60k
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With 60k
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