DUNGEON SLASHER · published
Challenge the endless Dungeon!
Dungeon Slasher is undergoing internal optimization and refactoring to establish a foundation for long-term service following the Steam version release.
Current In Progress tasks include, based on the consistent feedback you have provided:Terminology unification, Tutorial improvements, UI improvements for better intuition, fixing issues where tooltips and actual applied Effects do not match, and preparing the foundation for multiplayer implementation among others.
Our primary goal is to clearly convey game information by unifying terminology and tooltips, and to make that information easier to Verify by improving the Tutorial and UI. Along with this,we are organizing related code so that Effects with the same name and function operate according to the same standards even within the actual game.This internal restructuring is also necessary to stably add new features, including multiplayer.
This modification to the Damage calculation method for Enchants and certain Artifacts is part of the aforementioned task to fix the issue where tooltips and actual applied Effects do not match. We intend to modify it so that Effects displayed as Skill Damage Increase are applied using the same calculation standards as shown in the tooltips, as they were being applied using different calculation methods for some Skills and Artifacts.
However, as this process may cause performance changes in some builds that utilized the previous calculation method, we would like to provide a detailed guide regarding the reason for the modification, the changed calculation method, and our subsequent performance compensation plans.
Fixed an issue where Damage converted via Enchant was being applied to Skill Damage Increase through multiplicative calculation.
Fixed certain Artifacts whose Skill Damage calculation formula operated differently from others so that they now operate in the same manner as other Artifacts.
Through this additional guide, we would like to explain in detail the identified issues and the standards used to modify the Damage calculation method.
Effects provided with the same tooltip should be applied according to the same calculation standard. However, because exceptional calculation items were used for Enchants and certain conditional Artifacts, the same Skill Damage Increase Effect was being either summed or applied as a separate multiplier depending on the combination.
If these exceptions were maintained, the difference in actual efficiency for the same Effect would increase as new Skills and Artifacts are added, and an information imbalance would occur due to the discrepancy between tooltips and actual application, making it difficult to predict actual performance differences.
Accordingly, in ver0.773.2, calculation items that were exceptionally separated will be integrated into the existing common calculation standard.
The Damage calculation method for Normal Skills and Weapon Skills that do not Equip the 14 types of Artifacts and Enchants mentioned below will not Change.
1. Change
2. Reason for Change
3. Enchant Calculation Method
4. Calculation Method for Certain Artifacts
5. Affected Artifacts
6. Performance Changes due to Modification
7. Subsequent Performance Compensation Plan
8. Future Damage Calculation Standards
9. Plan to Provide Damage Stat View Details UI
In the ver0.773.2 update, we are fixing the issue where the Skill Damage Increase Effect provided by Enchants and certain Artifacts was being multiplied separately from other Effects of the same type.
Effects displayed identically in the tooltip as Skill Damage Increase will be included in the same calculation item regardless of the provided Skill or Artifact, and will be summed within that item.
Modified so that Skill Damage Increase provided by Enchant is summed with other Skill Damage Increase Effects.
Modified so that the Effect of certain Artifacts that provide conditional Skill Damage Increase is summed with the Skill Damage Increase of other Artifacts.
Unified the calculation standards so that Effects with the same name and function are not applied with different multipliers depending on the acquisition path.
In Dungeon Slasher, the standard is that the same type of Damage Increase Effect is applied in the same way regardless of which Skill or Artifact provides it.
For example, an Effect displayed identically in the tooltip as Skill Damage Increase should be summed within a single calculation item.
However, in some Skills and Artifacts, Effects with the same tooltip were implemented as separate calculation items. Due to this, under certain conditions, the same Skill Damage Increase Effect was not summed but applied as separate multipliers.
If these exceptional calculation methods are maintained, the efficiency will vary depending on which Skill or Artifact it is combined with, even if it is an Effect with the same tooltip, and as new Skills and Artifacts are added, the number of exceptional combinations will increase, making it difficult to maintain consistent Damage standards.
In the ver0.773.2 update, rather than applying a new calculation method to Enchants and the corresponding Artifacts,we are modifying them to apply the existing common calculation standard identically.
The following formula is a simplified representation focusing on the relationship of the Damage Increase Effects related to this modification. Elements that are applied identically before and after the modification, including Conversion, have been omitted.
Attack Power
× Weapon Skill Base Coefficient
× (1 + Basic Skill Damage Increase)
× (1 + Synergy Skill Damage Increase + Artifact Skill Damage Increase + Weapon Skill Damage Increase)
Attack Power
× Weapon Skill Base Coefficient
× (1 + Basic Skill Damage Increase)
× (1 + Synergy Skill Damage Increase)
× (1 + Artifact Skill Damage Increase)
× (1 + Skill Damage Increase provided by Enchant)
× (1 + Weapon Skill Damage Increase)
In the current service version, when an Enchant is equipped, the Skill Damage Increase provided through Synergy, Artifact, Skill, etc., and the Weapon Skill Damage Increase are applied as separate multipliers.
In the ver0.773.2 update, these effects will be modified to follow the same Weapon Skill Damage calculation method as when an Enchant is not equipped.
Elixir of Immortality is a Normal Artifact that has always been applied by being added to other Skill Damage Increase effects.
The following example is intended to explain the phenomenon where the Skill Damage Increase from Elixir of Immortality and the Skill Damage Increase provided by Enchant are being processed as different calculation items.
Skill Damage Increase provided by Enchant:+100%
Skill Damage Increase provided by Elixir of Immortality:+200%
(1 + Skill Damage Increase provided by Enchant)
× (1 + Skill Damage Increase provided by Elixir of Immortality)
1
+ Skill Damage Increase provided by Enchant
+ Skill Damage Increase provided by Elixir of Immortality
Currently, the two effects are applied as different multipliers, but after the ver0.773.2 update,they will be added within the same Skill Damage Increase item.
The above formula is a simplified example that omits other conditions to explain the application relationship between the two effects.
All 14 target Artifacts are Artifacts that provide Skill Damage Increase when specific conditions are met.
In the process of implementing an effect where the Skill Damage Increase value changes dynamically depending on whether conditions are met, a different internal calculation item was used compared to general Skill Damage Increase.
Due to this, although it is displayed in the tooltip as Skill Damage Increase just like other Artifacts, it was actually being calculated as a separate item.
The Skill Damage Increase effects of the 14 target Artifacts were not being multiplied individually for each Artifact. When multiple target Artifacts were used together, the Skill Damage Increase values of those Artifacts were being added together within a single separate item.
The problem was that this sum was being applied as a separate multiplier from the Skill Damage Increase sum of Normal Artifacts, such as Elixir of Immortality, which follows the existing common calculation method.
Therefore, while target Artifacts were added together when used with each other, if a target Artifact was used with a Normal Artifact not included in the list, the structure resulted in the Skill Damage Increase sums of the two groups of Artifacts being multiplied by each other.
(1 + Skill Damage Increase sum of Normal Artifacts, etc.)
× (1 + Skill Damage Increase provided by Enchant + Skill Damage Increase sum of the 14 target Artifacts)
1
+ Skill Damage Increase sum of Normal Artifacts, etc.
+ Skill Damage Increase provided by Enchant
+ Skill Damage Increase sum of the 14 target Artifacts
In the ver0.773.2 update, the Skill Damage Increase effects of the Enchant and the 14 target Artifacts will all be included in the existing common calculation items.
The 14 Artifacts that were subject to a separate calculation method are as follows:
Plant Seed
Soul Whistle
Ancient Slate
Barrier Stone
Flame of Vengeance
Hero's Dice
Mummy Hand
Void Matter
Pouch of Hunger
Strawberry Cream Cake
Secret Mask ^q^
Calendar of the End
Hardened Carapace
Broken Stone Doll
As the calculation items are integrated, in some builds that previously used effects from different items together,Damage will decrease.
We are aware that Heroes who have utilized this calculation method for a long time may experience significant performance changes. We apologize for not identifying and resolving the issue where the same effect was being calculated differently much sooner.
Builds that use the Enchant and Weapon Skill Damage Increase effects together or use the Enchant along with target Artifacts and Normal Artifacts will be primarily affected.
The same change does not occur in all Enchant builds, and the change may be more significant the more you use Skill Damage Increase effects that were previously divided into different calculation items and multiplied.
The damage calculation method for general Skills and Weapon Skills without an Enchant equipped will not change.
Separately from organizing the calculation method consistently, we are preparing subsequent adjustments to mitigate the performance changes caused by this modification.
The following changes are scheduled to be applied in the ver0.774.0 update.
The Skill Damage Increase effect provided by the Skill itself will be changed to an effect that increases base Damage so that the Skill can be applied as a multiplicative operation.
Base Damage Increase is a value added in percentage points (%p) to the base damage of the Skill itself.
For example, if a Skill's base damage is 200% and the base damage increases by 50%p, the base damage of that Skill becomes 250%.
Through this, we plan to adjust it so that even Skills that previously received relatively low efficiency from the Skill Damage Increase effects of Artifacts can experience performance improvements according to the Skill Damage Increase value.
The Weapon Skill Damage Increase effect will be integrated into the Basic Skill Damage Increase effect.
Currently,Weapon Skill Damage Increase is being added to the same category as Skill Damage Increase. After integration, it will be included in the Basic Skill Damage Increase category and applied as a separate multiplier from the Skill Damage Increase category.
In the process of changing the calculation category for the Weapon Skill Damage Increase effect, we plan to adjust the values of the following Artifacts that are judged to have low efficiency relative to their Rank.
Red Steel Vambrace
The adjustment of the above Artifact is not an individual Reward adjustment for the 14 target Artifacts, but a performance adjustment conducted alongside the integration of the Weapon Skill Damage Increase effect into Basic Skill Damage Increase.
The detailed Apply Range and adjusted values will be announced through the ver0.774.0 update Notice after internal verification.
After the subsequent adjustments for the ver0.774.0 update are reflected, the major Damage Increase elements will be categorized as follows.
Attack Power
Weapon Skill Base Coefficient
Basic Damage Increase
Basic Damage Increase is added to the Weapon Skill Base Coefficient in percentage points (%p).
Skill Damage Increase provided by Synergy
Skill Damage Increase provided by Artifact
Other Skill Damage Increases
Effects included in Group A are summed together.
Basic Skill Damage Increase
Existing Weapon Skill Damage Increase being integrated into Basic Skill Damage Increase
Effects included in Group B are summed together and applied as a separate multiplier from Group A.
Target's Damage Taken Increase
Dealt Damage Amplification
Additional Damage
Group C does not refer to a single summation item. Each effect is reflected separately in the Final Damage according to its existing Apply conditions and individual calculation methods.
Attack Power
× (Weapon Skill Base Coefficient + Basic Damage Increase)
× (1 + Basic Skill Damage Increase)
× (1 + Synergy Skill Damage Increase + Artifact Skill Damage Increase, etc.)
Elements such as the target's Damage Taken Increase, Dealt Damage Amplification, and Additional Damage are applied separately after the above calculation according to each effect's calculation method.
Along with organizing the Damage calculation standards, we plan to provide a View Details UI so that Heroes can directly check the Damage-related stats currently being applied in-game.
This UI will be designed to allow for more intuitive checking of the Skill Damage Increase values provided by various effects, including Artifacts, and the Damage-related stats currently being applied.
Through this, we will improve the system so that you can check which Damage calculation category each effect is included in and the Current applied values without relying on external calculation formulas.
Detailed UI composition and the application schedule will be announced through a future update Notice.
We will organize the Damage calculation structure so that effects with the same tooltip and function operate in a consistent manner, supplement any resulting performance changes through subsequent updates, and improve the relevant UI so that Heroes can directly check the Apply method and Current values of each Damage Increase effect in-game.
Thank you.