As a prelude to a longer "fix armour" post, I made a tool to help people start familiarising themselves with some of these engine concepts that have traditionally been more abstract — AV, DV, and the combat formula. Play around with it. What looks "balanced" to you? If you had control of these settings in your realm, what would you set them to?
How to read it
Hit Chance Curves (left chart) — the X axis is monster AV, the Y axis is how often that monster hits you. Each coloured line is a general armour tier, and the dashed lines show the stock game for comparison, so you can see immediately how the curves shift when you change a setting.
Defense Landscape / Monster Impact (right chart) — two views you can switch between:
• Monster Impact puts every monster in the stock database on the chart as a dot, spread by EXP across the X axis and AV up the Y. Each dot is coloured by how often that monster hits you at your selected DV — green if you tank it, red if it hammers you. The radio buttons below the chart switch armour tiers, the Player DV slider sets a specific DV, and hovering a dot names the monster and its basic stats. A minimap of the formula heatmap shows where your DV sits on the curve.
• Formula Heatmap shows the raw combat formula as a colour field — player DV across, monster AV up. The coloured vertical lines mark where each armour tier sits. This is where you can see the knee of the quadratic: the sharp transition where defence suddenly becomes very effective. Move the sliders to see what each part of the formula does to the outcome.
More detail on the proposed tweaks and the thinking behind them soon.
Also in the works
• Regen changes, to help with the clutter in popular areas.
Keep in mind this ties into the +15 stat increase players voted for.


