Tweaking the MP Cost Formula
Posted: Fri Jul 02, 2021 12:35 pm
Okay, so I have a way to make balancing skills in general easier. So, currently, the MP cost per Skill Level formula works like this:
MP Cost=Base MP Cost*Skill Level
This may cause some skills to appear too costly while at the same time, it may make skills appear to cost too little. Let's fix that... How about.... This?:
MP Cost=Base MP Cost+MP Cost Increase*(Skill Level-1)
For example, if Base Rage were to cost 4 MP at the start and increase its MP cost by 2 per skill level, this is what we would get.:
Rage:
Level 1: 4 MP
Level 2: 6 MP
Level 3: 8 MP
Level 4: 10 MP
Level 5: 12 MP
I like this more.
Now then... Let's apply the new MP Cost formula to all the skills that I can think of.:
Dodge Roll:
Base MP Cost: 3
MP Cost Increase per Level: 2
Max MP Cost: 5
Power Smash:
Stays the same.
Explosive Smash:
Stays the same.
Poison Smash:
Stays the same.
Rage:
Base MP Cost: 4
MP Cost Increase per Level: 2
Max MP Cost: 12
Cautious Rage:
Base MP Cost: 2
MP Cost Increase per Level: 1
Max MP Cost: 6
(Blind and Pure Rage not included since I don't know anything about them)
Arrow Hoard:
Base MP Cost: 2 per extra arrow
MP Cost Increase per Level: 0
Max MP Cost: 2 per extra arrow
Note: Dynamically charged; full 6-arrow hoard will take away 10 MP
Sharp Hoard:
Base MP Cost: 1 per arrow
MP Cost Increase per Level: 0
Max MP Cost: 1 per arrow
Note: Dynamically charged; adds 1 MP per arrow for a full 6-arrow hoard that costs 16 MP. With Cupid Hoard added, a full 6-arrow hoard will cost 22 MP.
Sharp Hoard:
Base MP Cost: 1 per arrow
MP Cost Increase per Level: 0
Max MP Cost: 1 per arrow
Note: Dynamically charged; adds 1 MP per arrow for a full 6-arrow hoard that costs 16 MP. With Sharp Hoard added, a full 6-arrow hoard will cost 22 MP.
Leaf Guard:
Base MP Cost: 4
MP Cost Increase per Level: 2
Max MP Cost: 12
Razor Guard:
Base MP Cost: 3
MP Cost Increase per Level: 1
Max MP Cost: 6
Homing Arrow:
Stays the same
Grenade:
Base MP Cost: 2
MP Cost Increase per Skill Level: 1
Max MP Cost: 6
Multi-Grenade:
Base MP Cost: 2x
MP Cost Increase per Skill Level: 1x
Max MP Cost: 3x
X=Grenade Count
Coin Shot:
Base MP Cost: 2
MP Cost Increase per Skill Level: 1.5 (rounded down)
Max MP Cost: 8
Storm Cloud and Branches:
Stays the same
Protection Field and Branches:
Stays the same unless nerfed.
Magic Breath:
Base MP Cost: 3
MP Cost Increase per Skill Level: 1
Max MP Cost: 6
Whip Twirl (Whipmaster):
Skill Levels: 5
Base MP Cost: 2
MP Cost Increase per Skill Level: 1
Max MP Cost: 6
Firecracker (Whipmaster):
Skill Levels: 3
Base MP Cost: 1
MP Cost Increase per Skill Level: 1
Max MP Cost: 6
Draining (Whipmaster):
Skill Levels: 4
Base MP Cost: 3
MP Cost Increase per Skill Level: 3
Max MP Cost: 12
That's about what I can muster. But yeah, I like the way I had it since it would make buffs and nerfs more manageable as a result. Yep.
MP Cost=Base MP Cost*Skill Level
This may cause some skills to appear too costly while at the same time, it may make skills appear to cost too little. Let's fix that... How about.... This?:
MP Cost=Base MP Cost+MP Cost Increase*(Skill Level-1)
For example, if Base Rage were to cost 4 MP at the start and increase its MP cost by 2 per skill level, this is what we would get.:
Rage:
Level 1: 4 MP
Level 2: 6 MP
Level 3: 8 MP
Level 4: 10 MP
Level 5: 12 MP
I like this more.
Now then... Let's apply the new MP Cost formula to all the skills that I can think of.:
Dodge Roll:
Base MP Cost: 3
MP Cost Increase per Level: 2
Max MP Cost: 5
Power Smash:
Stays the same.
Explosive Smash:
Stays the same.
Poison Smash:
Stays the same.
Rage:
Base MP Cost: 4
MP Cost Increase per Level: 2
Max MP Cost: 12
Cautious Rage:
Base MP Cost: 2
MP Cost Increase per Level: 1
Max MP Cost: 6
(Blind and Pure Rage not included since I don't know anything about them)
Arrow Hoard:
Base MP Cost: 2 per extra arrow
MP Cost Increase per Level: 0
Max MP Cost: 2 per extra arrow
Note: Dynamically charged; full 6-arrow hoard will take away 10 MP
Sharp Hoard:
Base MP Cost: 1 per arrow
MP Cost Increase per Level: 0
Max MP Cost: 1 per arrow
Note: Dynamically charged; adds 1 MP per arrow for a full 6-arrow hoard that costs 16 MP. With Cupid Hoard added, a full 6-arrow hoard will cost 22 MP.
Sharp Hoard:
Base MP Cost: 1 per arrow
MP Cost Increase per Level: 0
Max MP Cost: 1 per arrow
Note: Dynamically charged; adds 1 MP per arrow for a full 6-arrow hoard that costs 16 MP. With Sharp Hoard added, a full 6-arrow hoard will cost 22 MP.
Leaf Guard:
Base MP Cost: 4
MP Cost Increase per Level: 2
Max MP Cost: 12
Razor Guard:
Base MP Cost: 3
MP Cost Increase per Level: 1
Max MP Cost: 6
Homing Arrow:
Stays the same
Grenade:
Base MP Cost: 2
MP Cost Increase per Skill Level: 1
Max MP Cost: 6
Multi-Grenade:
Base MP Cost: 2x
MP Cost Increase per Skill Level: 1x
Max MP Cost: 3x
X=Grenade Count
Coin Shot:
Base MP Cost: 2
MP Cost Increase per Skill Level: 1.5 (rounded down)
Max MP Cost: 8
Storm Cloud and Branches:
Stays the same
Protection Field and Branches:
Stays the same unless nerfed.
Magic Breath:
Base MP Cost: 3
MP Cost Increase per Skill Level: 1
Max MP Cost: 6
Whip Twirl (Whipmaster):
Skill Levels: 5
Base MP Cost: 2
MP Cost Increase per Skill Level: 1
Max MP Cost: 6
Firecracker (Whipmaster):
Skill Levels: 3
Base MP Cost: 1
MP Cost Increase per Skill Level: 1
Max MP Cost: 6
Draining (Whipmaster):
Skill Levels: 4
Base MP Cost: 3
MP Cost Increase per Skill Level: 3
Max MP Cost: 12
That's about what I can muster. But yeah, I like the way I had it since it would make buffs and nerfs more manageable as a result. Yep.