Wednesday, August 25, 2010

Scaling for different levels between player and monster.

One can look at the scaling behavior of the average number of hits to kill a monster being attacked by a player, but for slightly different levels for the player character and monster.

For the level of the monster and player not being equal, we'll indicate their levels by level_m and level_p respectively. So from a previous post, the average number of hits "N" to kill a monster (of level_m) being attacked by a player character (of level_p) is:

N = [ROLE*(level_m+1) + CON]/[level_p*(average[W])/10 + 7*(level_p-10)/20]

Taking the limit where both level_m and level_p are brought to infinity but keeping the ratio (level_m/level_p) constant, we get:

N -> (level_m/level_p) * ROLE/[(average[W])/10 + 7/20].


From this result, we can examine what happens to "N" when (level_m/level_p) is changed.

The easiest case is when the level of the monsters is double the level of the players. In this case (level_m/level_p) = 2, which implies the average number of hits to kill a monster double in level from the players, will take on average two times as many hits to kill in comparison to a monster of the same level as the players.

The second easiest case is when the level of the monster is half of the level of the players. In this case (level_m/level_p) = 0.5, which implies the average number of hits to kill a monster half in level from the players, will take on average half as many hits to kill in comparison to a monster of the same level as the players.