On an mmo I played for a decade.. the game started out where lucky people had good equipment.
As time went on, people bought the best gear, and the advantage was fine, the non buyers could still kill the buyers.
At some point they added in a system, where you could add stats to your gear..
The main stats causing the problem are as follows.
Crit - double damage dealt if it goes off
Anti-crit - blocks crit
Breakthrough - do full damage on stronger opponents (a power difference of 1 leads to this being required)
Anti-breakthrough - blocks breakthrough.
So you had buyers doing full damage on non buyers with a chance of double damage, and running Anti breakthrough.
And you had non buyers doing 10%? Damage unless they broke through, and had Anti crit on their armour.
So let's say a buyer did 20k damage, crit 40k (10% chance)
A non buyer only does 2k damage vs stronger chars (1 power difference).. and has a 10% chance to break through.
Then put this further into perspective.
People had 15-20k hp.
So buyers 1 hit you.. and you 5-10+ hit buyers.
In a game where you could heal instantly around half your health, it took 4 or 5 non buyers working together to take down a buyer.
Regarding buyers btw...
When game first started I got lucky, and within 6 months I had people offering me $500 per item, for like 3 of my items.
By the time this breakthrough system was existing.. one woman sold her truck irl, got $60,000, and spent it buying 5 sets of gear that, at that time were maxed out started gear. Basically bought near on invincibility for 5 people.
So that's 12k for a full set of gear.. gear was like 8 pieces max.. so my old items offered 500, probably went down in value as they became more common, but because of how much stats increased, and the removal of luck from the game... they still went from like 500-> 100-> 1.5K PER ITEM.
VirusTLNR t1_jee6jx2 wrote
Reply to What are examples of being a wallet warrior? by MaxiumPotential777
Where do I start?
On an mmo I played for a decade.. the game started out where lucky people had good equipment.
As time went on, people bought the best gear, and the advantage was fine, the non buyers could still kill the buyers.
At some point they added in a system, where you could add stats to your gear..
The main stats causing the problem are as follows.
Crit - double damage dealt if it goes off Anti-crit - blocks crit Breakthrough - do full damage on stronger opponents (a power difference of 1 leads to this being required) Anti-breakthrough - blocks breakthrough.
So you had buyers doing full damage on non buyers with a chance of double damage, and running Anti breakthrough.
And you had non buyers doing 10%? Damage unless they broke through, and had Anti crit on their armour.
So let's say a buyer did 20k damage, crit 40k (10% chance) A non buyer only does 2k damage vs stronger chars (1 power difference).. and has a 10% chance to break through.
Then put this further into perspective.
People had 15-20k hp.
So buyers 1 hit you.. and you 5-10+ hit buyers.
In a game where you could heal instantly around half your health, it took 4 or 5 non buyers working together to take down a buyer.
Regarding buyers btw...
When game first started I got lucky, and within 6 months I had people offering me $500 per item, for like 3 of my items.
By the time this breakthrough system was existing.. one woman sold her truck irl, got $60,000, and spent it buying 5 sets of gear that, at that time were maxed out started gear. Basically bought near on invincibility for 5 people.
So that's 12k for a full set of gear.. gear was like 8 pieces max.. so my old items offered 500, probably went down in value as they became more common, but because of how much stats increased, and the removal of luck from the game... they still went from like 500-> 100-> 1.5K PER ITEM.
so yeah enjoy my tale of wallet warriors xD