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Diego il Catanico Jr

Vanilla cooldown/damage mechanics doesn't make sense

2 posts in this topic

For what I understand, in vanilla the damage depends almost linearly on the cooldown: so if you manage to hit the enemy with a weapon that has 4 seconds cooldown 2 times in 4 seconds or 1 time in 4 seconds the total damage nearly is the same.

So WTH is the point of all cooldown mechanics??? Annoying players?

 

When they first implemented cooldown the eqution was not linear but exponential. I think that was a way better solution, as it would really give a reason to wait for the cooldown to end.

The equation should be then   d*(t/c)^2   with d being the weapon damage, t the time passed, c the weapon cooldown time.

 

This way a sword that deals 200 damage and has 1.25 seconds of cooldown will deal: 

8 damage if used every 0.25 seconds, wich in 5 seconds will deal a total of 160

32 damage if used every 0.50 seconds, wich in 5 seconds will deal a total of 320

72 damage if used every 0.75 seconds, wich in 5 seconds will deal a total of 480

128 damage if used every 1.00 seconds, wich in 5 seconds will deal a total of 640

200 damage if used every 1.25 seconds, wich in 5 seconds will deal a total of 800

 

Also, you shouldn't be able to use the weapon until it is at 50% cooldown (to avoind spamming to keep away the enemy or similar behaviours)

 

Another suggestion, the swing speed should also depend on the material of the weapon and on the skill of the smith. A broze mace is way heavier than a steel or wooden one and a skilled smith would make more balanced swords.

Edited by Diego il Catanico Jr
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It should also depend on the type of weapon IE. halberds take longer but have that reach/knockback.

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