WOE 4th mode
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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.
Map Mechanic
- 120ms hard skill cooldowns except for mobility skill
- Weapon Damage 10/10000
- Magic Damage 10/10000
- Misc Damage 10/10000
- Melee Damage 10/10000
- Long Ranged Damage 10/10000
- Fixed Damage 10%
- Resistance cap 60%
- Sarah Card working as normally as it should
- All MVP / Boss card are working
- No equip limitation