New crossbows + initial balancing attempts

New crossbows + initial balancing attempts

In the last few days I’ve prepared a rough excel sheet of how I am going to approach damage calculations in every scenario. As I had two new enemies for higher levels, I decided first to balance is Ranger class – a mobile archer. He will be the only crossbow user (even though he starts with a slingshot), and here is his arsenal at the moment.

Crossbows and their stats

And their 3D models, when lying on the ground waiting to be picked up 🙂

Crossbows 3D models

And some Excel calculations. First table shows Damage vs Armor – every 10 armor gives about 3.5 damage reduction:

Level range table, very rough sketch of what numbers should player expect… LOW/HIGH ARM mean the amount of armor points classes with lowest/highest defenses should have, Base Health is the same for all classes, SKILL is how many points of main skill players should have in certain range, WPN DMG is range of damage of weapons which should be within player’s reach, and DMG OUT is the damage output after calculations, but before target’s armor.

LV RANGE 1-9 10-19 20-29 30-39 40-49
HP 100-150 150-200 200-250 250-300 300-350
LOW ARM 0-10 0-10 10-20 10-20 10-20
HIGH ARM 5-25 20-40 30-60 40-70 50-75
SKILL 5-15 15-22 22-28 28-34 34-40
WPN DMG 2-7 7-11 11-16 16-22 22-28
DMG OUT 5-14 14-24 24-34 34-46 46-59

And last table is Ranger’s weapons numbers.

Ranger Weapon damages