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For melee and ranged weapons, we then subtracted the expected damage bonus characters would get from statistics like Strength or Dexterity. To find a weapon or spell's damage, we multiplied the expected base damage per second from the spreadsheet by the weapon's time between attacks to get its damage per attack.
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The "2" term represents the rate his base DPS changes with each level. The "8" term represents how much damage a character does at the start of the game. It's just this:īase Damage Per Second = 8 + 2 * LevelYou can see it is identical for all classes in rows 6, 16, and 27 of the spreadsheet. To keep the DPS formula simple, we made it increase linearly with level, the simplest kind of progression rate. It appears in countless other tuning calculations, like monster health and item bonus values, so it should be an easy formula to work with.
- The base damage per second formula should be stupidly simple.
- This changes as players start specializing their roles by spending skill points, but it's nice to have one base formula for everyone.
Dungeon Siege 2's classes have different strengths and weaknesses, but they all start with the same DPS. The base damage per second formula should be the same for all classes.We had a couple simple goals for base character damage per second: Item level restricts when the random treasure generator can drop it. In the case of items, it's the level we expect characters to be when they are using the item. In the case of characters, this is their character level. This base power level would later be increased by additional factors like skills, powers, and random loot modifiers to give their total overall power.Īll of these formulas have "Level" as a parameter. We decided that characters' attributes and the base statistics of their weapons and armor would form their "base power level", so we started by defining those values and progressions. In order to make content that is appropriately challenging for characters throughout the game, we needed to be able to predict how strong characters would be at each level. Their stats increase, they get more health, and they get better weapons and armor. As you read, follow along with the numbers here: Dungeon Siege 2 System Spreadsheet.ĭungeon Siege 2 Character Statistic ProgressionsĪs an RPG, characters in Dungeon Siege 2 increase in power as they level up. I've posted the part of our system spreadsheets where we tracked and compared these values. I'll describe how its systems work, why we set things up the way we did, and how we did the math to translate our goals into content. To demonstrate, I'll walk through the character stat systems for one of the games I did system design for: Dungeon Siege 2. This article gives an example of how to put those principles into practice. My previous articles were about system design at a conceptual level, focusing on goals and best practices for system designers.