So with the recent flare up about condition damage, I thought I might chime in and give some possibly solutions/suggestions.
As we all know, the issue with bleeds currently is that it is limited by server and current technology. I’m sure game designs are usually done without considering too much of the technical limitations, but like all things in a game, they’re going to hit that technology wall and they’ll have no choice but to design around technology limits.
My solution(s) is rather simple, but I think should effectively “bypass” the bandwidth limitation by a larger amount. So here’s the proposal:
Bleed stacks intensity with the most recent bleed duration
You basically stack intensity with the remainder of the previous bleed, and duration to be the most recent bleed application duration.
To make this easier to understand, I’ll write out a scenario
-Let there be a bleed, called “A”, that has a duration of 10s, ticks every 1s for 100 damage, for a total of 1000 damage over the duration of 10s
-Let there be a bleed called “B” that has a duration of 20s, ticks every 1s for 50 damage for a total of 1000 damage over the duration of 20s
Scenario 1:
You apply bleed “A” at time 0s. You then apply another bleed “A” at time 5s. Instead of stacking and counting each bleed separately, we take the remainder of the first bleed “A” and divide it by the next longest bleed. In this case, it would be 10s. So the first bleed “A” still has a total of 500 damage from 5s left (each tick being 100 damage). You add this to the total damage of the 2nd bleed “A”, which gives you a bleed that is 1500 damage over the duration of 10s, about 150 per tick.
Essentially, you’re able to keep the same amount of damage with this setup, WITHOUT stacking each bleed individually and saving bandwidth. The only minus is that you’re not going to see your bleed damage numbers popup like a ton of individual number. It’ll just be one bigger number.
Let’s try a more complicated scenario to test out possible effects.
Scenario 2:
You apply bleed “A” at time 0s. You apply another bleed “A” at time 5s. Then you apply another bleed “B” at 10s. If all is calculated right, the first bleed “A” should be diminished enough that it ends pretty much at 10s. Now, at time 15s, you apply another bleed “B”, and immediately after, a bleed “A”. At 20s, you apply a bleed “A”. So let’s calculate it out.
At time 0s, your bleed is doing 100 damage/sec, for 1000 over 10s
At time 5s, it is doing 150 damage/sec for 1500 over 10s
-Remainder from previous bleed is 500 damage out of 1000 of 10s (5s has past, so 500 damage has already been used). 500 + 1000 = 1500.
At time 10s, it is doing 87.5 damage/sec for 1750 over 20s
-Remainder from prev. bleed is 750, so 1000 + 750 = 1750.
At time 15s for application of “B”, it will do 115.625 damage/sec for 2312.5 over 20s
-Remainder from prev. bleed is 1312.5.
At time 15s for application of “A”, it will do 331.25 damage/sec for 3312.5 over 10s. Note that the duration is replaced with the most recent.
-Remainder from prev. bleed is 2312.5.
At time 20s, it will do 265.625 damage/sec for 2656.25 over 10s
-Remainder from prev. bleed is 1656.25.
Continued next post…