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Tracks Blizzard employees across various accounts.


Math of the Storm: Scaling Part II


  • Neyman

    Posted 7 years, 1 month ago (Source)

    This is cool! Love all the time and effort you're putting into analysis.

  • Neyman

    Posted 7 years, 1 month ago (Source)

    Now you can fire the guy who does it in the office for actual money!

    j/k, pls don't

    Well, historically, I've been one of those people...

  • Neyman

    Posted 7 years, 1 month ago (Source)

    Thanks! Would it be possible to get official numbers for the following?

    1. Gardens of Terror monster scaling (The GoT cache file is a mess, are these the same as the Haunted Mines monsters?)
    2. Headless Horseman flying skull damage. The XML file damage which I've recorded in the spreadsheet is significantly lower than the actual damage that happens in game
    3. Arcane/Frozen/Mortar punisher damage, as I could find the base damage but not the scaling factors.

    Sure!

    • Night Zombie Shamblers start at 925 Health and gain 10 Health minutes 1-5, 15 Health minutes 6-10, 20 Health minutes 11-15, 25 Health minutes 16-20, and 30 Health minutes 21-30.
    • They deal 30 damage and gain 1.3 damage minutes 1-5, 1.95 damage minutes 6-10, 2.6 damage minutes 11-15, 3.25 damage minutes 16-20, and 3.9 damage every minute thereafter.
    • The Headless Horseman flying skull deals 108 initial damage and 27 periodic damage. It's damage scaling is done via trigger scripts and scales 10% every minute after 2 minutes. This is compounding (as far as I remember, I didn't work on this one!).
    • Punisher Ability damage is also done via trigger scripts. Mortar gains 5 damage per minute, Arcane 11 per minute, and Frozen 18 per minute.
  • Neyman

    Posted 7 years, 1 month ago (Source)

    Thanks so much for being active around here, really helps make the community feel valued ^-^

    Thanks so much for liking the same game as me!

  • Neyman

    Posted 7 years, 1 month ago (Source)

    Can you explain what's a trigger script and why do you mention it only for some of the listed scaling, please?

    While most of the games balance changes are handled via data files that create easily parseable .XML, some are done via scripting triggers that don't produce something legible without an editor to interpret it.

    If you're familiar with StarCraft 2's editor, it's similar. http://us.battle.net/sc2/en/game/maps-and-mods/tutorials/data/1 http://us.battle.net/sc2/en/game/maps-and-mods/tutorials/trigger/1

  • Neyman

    Posted 7 years, 1 month ago (Source)

    Is there a list of all the trigger scripts somewhere ?

    Why wasn't the scaling for objectives and the like not changed to % during the Grand Rescaling (tm) ? It seems a hassle to have it still (semi) linear

    At the time, we didn't see a need to adjust it. We liked having the ability to fine tune each individual minute's scaling because levels and minutes aren't a 1 for 1 ratio, so using an exponential growth curve would create an uneven relationship between Heroes and non-Heroes.

    Heroes gain levels really fast early in the game, whereas late game it can take a couple minutes to level.




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