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WOE 4th mode

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Revision as of 04:01, 7 September 2026 by Omgro (talk | contribs) (Protected "WOE 4th mode" ([Edit=Allow only administrators] (indefinite) [Move=Allow only administrators] (indefinite)) [cascading])

4th Job WoE Progressive Damage System

Overview

With the introduction of 4th Job classes, new equipment, higher refinement levels, and stronger end-game items, player damage has increased significantly.

While this power growth is healthy for PvE and character progression, extremely high PvP burst damage can negatively affect War of Emperium (WoE).

Without adjustment, battles can become:

  • A single skill instantly defeating a player.
  • Defensive builds becoming less meaningful.
  • Team strategy becoming less important.
  • Equipment progression creating an extreme gap between players.

To solve this problem while preserving character progression, our server uses the Progressive Damage Reduction System.

This system does not use a fixed damage cap.

Instead, it reduces only the excessive portion of damage.

Players with stronger equipment will still deal more damage, but extreme damage values receive diminishing returns.

---

System Concept

The Progressive Damage System works similar to a progressive scaling system.

Damage is separated into multiple tiers.

Each tier has its own efficiency rate.

Lower damage values receive full effectiveness, while excessive damage receives reduced effectiveness.

Tier Damage Range Efficiency
Tier 1 0 - 1,000,000,000 damage 100%
Tier 2 1,000,000,001 - 10,000,000,000 damage 35%
Tier 3 10,000,000,001 - 50,000,000,000 damage 15%
Tier 4 Above 50,000,000,000 damage 3%

The calculation is performed from Tier 1 upward.

Only the damage inside each tier is affected.

The entire damage value is not reduced by one single percentage.

---

Why Progressive Damage Instead of a Damage Cap?

A normal damage cap removes the value of equipment progression.

Example:

Player A:

  • +7 Equipment
  • Raw damage: 5 billion

Player B:

  • +18 Equipment
  • Raw damage: 50 billion


Using a damage cap:

Player Raw Damage Damage After Cap
+7 Equipment 5,000,000,000 1,000,000
+18 Equipment 50,000,000,000 1,000,000

Both players become identical.

The stronger equipment loses its purpose.

---

With Progressive Damage:

Player Raw Damage Result
Lower Equipment Lower damage Lower final damage
Higher Equipment Higher damage Higher final damage

The stronger player remains stronger.

The difference is simply controlled to prevent extreme one-shot situations.

---

Damage Calculation Examples

Example 1: Normal Damage

A player deals:

500,000 damage

The damage is inside Tier 1.

Calculation:

500,000 × 100%

= 500,000 final damage

No reduction is applied.

---

Example 2: Medium Damage

A player deals:

5,000,000,000 damage


Tier 1

First 1 billion damage:

1,000,000,000 × 100%

= 1,000,000,000


Tier 2

Remaining damage:

5,000,000,000
-
1,000,000,000

=
4,000,000,000


Tier 2 efficiency:

4,000,000,000 × 35%

=
1,400,000,000


Final result:

1,000,000,000
+
1,400,000,000

=
2,400,000,000


The damage becomes:

5 Billion → 2.4 Billion

The player is still significantly stronger than lower damage builds.

---

Example 3: Extreme End-Game Damage

A player deals:

75,586,616,496 damage


Tier 1

First 1 billion:

1,000,000,000 × 100%

=
1,000,000,000


Tier 2

Next 9 billion:

9,000,000,000 × 35%

=
3,150,000,000


Tier 3

Next 40 billion:

40,000,000,000 × 15%

=
6,000,000,000


Tier 4

Remaining damage:

75,586,616,496
-
50,000,000,000

=
25,586,616,496


Tier 4:

25,586,616,496 × 3%

=
767,598,494


Total Progressive Damage

1,000,000,000
+
3,150,000,000
+
6,000,000,000
+
767,598,494

=

10,917,598,494


The damage becomes:

75.5 Billion

↓

10.9 Billion


The player remains extremely powerful, but excessive damage receives diminishing returns.

---

Additional WoE Damage Reduction

After Progressive Damage Reduction is calculated, normal WoE damage modifiers are applied.

These include:

  • Weapon damage reduction
  • Magic damage reduction
  • Melee damage reduction
  • Long-range damage reduction
  • Race reduction
  • Size reduction
  • Element reduction
  • Class reduction
  • Equipment bonuses

Example:

After Progressive Damage:

10,917,598,494 damage


WoE damage modifier:

0.01% damage received


Calculation:

10,917,598,494 × 0.0001

=

1,091,759 final damage


---

Defensive Builds

Players can improve survivability through:

  • Higher Maximum HP
  • Defensive equipment
  • Resistance cards
  • Damage reduction bonuses
  • Proper build customization

However, defensive stacking has limits.

The purpose is to avoid situations where:

  • Damage dealers cannot defeat anyone.
  • Tanks become completely immortal.
  • WoE becomes decided only by defensive stacking.

---

Future Scaling

The system is designed to handle future equipment updates.

Instead of adding more and more damage caps, only the efficiency values and tier boundaries need adjustment.

For example:

If future equipment increases maximum damage from:

100 Billion

to:

1 Trillion

the system can be adjusted by changing the tier values.

The core mechanic remains unchanged.