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Efficiency

Harry Ashton

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The diagram models a character skill and combat efficiency evaluation system for a gaming context, allowing the optimization of skill points allocation to maximize combat performance against specific challenges, such as a boss fight. It includes pools representing different types of skill points available for allocation (Skill Points to Spend, Strength Points, Defense Points, Agility Points) and combat-related attributes (Health, Damage, Attack Speed), which are foundational to determining the character's capabilities in combat scenarios. Resources are moved between these pools to simulate the assignment of skill points to different attributes, with certain attributes, such as Damage and Health, being directly influenced by the allocation of Strength and Defense Points, respectively.

Registers within the system calculate dynamic attributes like Damage Per Second (DPS), Dodge Chance, and the Average Time to Kill a boss or player, which are crucial for evaluating combat efficiency. These calculations take into account the allocation of skill points and their resulting impact on damage, attack speed, and dodge chance, thus enabling a strategic decision-making process regarding skill point distribution. The system also introduces a mechanism for assessing the % Chance to Beat the boss, taking into consideration the player's time to kill the boss versus the boss's time to kill the player, hence guiding players towards the most efficient use of their skill points for maximizing their combat effectiveness against the boss. This mechanism is underscored by the advice provided in text nodes that emphasize the importance of agility for increasing the chance to beat the boss, suggesting an optimized strategy for skill point allocation.

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