I've been working out some numbers and examples (it's what I do for fun. No, seriously), and thought some solid examples of various systems might give people a better handle on the pro-and-cons of different ways of doing a combat system. It will also demonstrate some non-intuitive things from "obvious" ways of doing things (some of which were a surprise to me when I found them), which is why I keep making a big deal about how important it can be to get right as soon as possible.

In all of these examples, we'll assume, unless otherwise stated, an attack that recharges in 12 seconds, costs 24 endurance, hits for 100 damage 50% of the time, and that by default 50% of incoming damage is resisted.

Lets start with the easy example of damage versus resistance.

Without changing anything, one attack, if it hits, will do 50 damage, due to the default resistance. On average, 4 attacks will total 100 damage, as only two of them will hit.

Let's add enough enhancements to double the damage. We now hit for 100 damage (200 x 50%), and four average attacks will do 200 total. Like duh, you might say.

And, hopefully obviously, if we add enough enhancements to triple the damage, we hit for 150, and do 300 on average over four.

Okay. Let's add enough enhancements to double our accuracy. We now hit for 50 damage per hit, but still do 200 damage total over four hits, as all of them will hit.

But what happens if we triple our accuracy...oh. We can't. No matter how many more accuracy enhancements we add, we get no benefit, because we are already hitting 100% of the time. But we can keep on adding damage enhancements, and getting benefit from them. And if the base accuracy is higher, say 75%, we might only need one accuracy enhancement to be "good enough", and then just fill the other slots with damage.

Hmm...that sounds familiar...

That's fine, you might say, we'll just cap damage enhancements on a single power to 100%, then they're the same. Maybe even just have each successive one have less effect than the last until...huh, wow,

*deja vu*again. Weird.

Let's try something else, however. Let's say damage enhancements don't increase the raw damage number, but instead increase the resistance ignored.

So adding enough enhancements to double the damage now means you're doing 100% damage instead of 50%. One hit does 100 damage, and four on average will do 200 total (100 each, with only two hitting). Exactly the same result as doubling the raw damage, except just like accuracy, adding more now has no benefit.

Let's now compare less extreme examples, where we hit 75% of the time: One hit 50 damage, 150 damage on average total (three out of the four),

and 75% damage dealt: One hit 75 damage, 150 damage total (an average of two hits per four).

Huh. That's handy.

I will follow up with other posts regarding recharge and endurance. I was going to do them all in one, but this is far too long already