I believe a system that soft caps damage (monster resilience?) would ultimately be a good way to help balance the game and make encounters more fun / challenging. The following is a (mostly poorly thought out) way to do it, that another dev might appreciate / be able to iterate on…
Base 10 damage reduction formula: if (d >= x)
[ x + (log(d / x) * x) ]
where “x” is the cap and “d” is the original damage dealt
The idea is to give monsters/bosses soft caps (x) for damage. These caps could be added to monster families and/or specific types of damage (fire, cold, etc.) on individual monsters.
As an example, imagine a player attacking a monster that has “resilience” as a soft cap (x) of 100 million damage:
player hits mob for | mob takes | additional damage | reduced by % |
---|---|---|---|
65 million | 65,000,000 | 0 | 0 % |
100 million | 100,000,000 | 0 | 0 % |
125 million | 109,691,000 | ~ 10 million more | 12.24 % |
250 million | 139,794,000 | ~ 40 million more | 44.08 % |
500 million | 169,897,000 | ~70 million more | 66.02 % |
1 billion | 200,000,000 | ~100 million more | 80 % |
5 billion | 269,897,000 | ~170 million more | 94.6 % |
100 billion | 400,000,000 | ~300 million more | 99.6% |
1 trillion | 500,000,000 | ~400 million more | 99.95% |
1 quadrillion | 800,000,000 | ~700 million more | 99.99992 % |
As the chart demonstrates, the most overturned damage gets pulled way down, but still hits much harder ( 8x vs 10,000,000x )
============================
Example Huge Numbers:
Monster cap of 500 million (M), player hits for 4 quadrillion (Qa):
500M + log( 4Qa / 500M) * 500M = ~3.95B
Instead of the player smacking the NPC for 4 quadrillion a far more modest hit of nearly 4 Billion (7.9 times the cap) is applied.
============================
Example (fire) Small numbers:
Fire resistant monster has fire cap of 10 thousand (K), player hits with fire skill for 4 quadrillion (Qa):
10K + log( 4Qa / 10K) * 10K = ~126,020 fire damage gets through
Instead of the player smacking the NPC for 4 quadrillion a far more modest hit of 126K (12.6x) is applied. This mob is fire resistant!
============================
I’m not saying this is perfect. Lots of good points about damage not being the only element of a build are valid and worth considering. Attack speed especially needs to be considered. However, I am saying this (or a formula akin to this) could be used as a tool to prevent top end damage from exploding the game.
I also like this kind of diminishing returns capping way better than hard caps on specific stats (armor, crit, etc.).
Slapped together a site where you can play around a bit with some examples:
https://bawzer.com/