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МОД: Клинок Армагеддона / Armageddon's Blade

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#736
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All this is just noise; what would happen if true luck didn't exist, what would the coefficients be if true luck didn't exist... because it's been studied, and everything that came before it is no longer important.
Well, this is already terminology. You could say that true luck doesn't go well with luck that has been boosted beforehand, and thus worsens the "convenience of boosting," okay.
I agree that even something like +100% initiative can be balanced if the boosting process is made as illogical and inconvenient as possible. For example, effectively prohibiting empathy (or even leadership altogether), attack, light, forcing you to learn machine skills, defense, or darkness... I don't know how it's done in the mod, but I can imagine something similar.
There is, however, another nuance. I think that ideally, boosting should have gameplay significance, even if the central perk isn't ultimately taken (only what comes before it is taken). This ideal clearly imposes stricter limitations on the range of central perk strength. If the central perk is too strong, then in order to get it, you need to create a "bad" boosting path, whether it's its difficulty in terms of the chances of getting the desired perks and/or synergies. As a result, the hero will have a garbage build for a long time, and in the end, risks not getting anything at all and being left empty-handed.
On the other hand, a hero who boosts towards a weak central perk will, for the sake of balance, initially have well-chosen skills and perks, and in the end, simply polish them with a weak, but also adequate, super perk.
I think this difference is somehow unfair in favor of the latter.
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As I said above, I consider true luck to be the standard for vanilla; it's the point from which you can start and evaluate other skills.
Well, yes, that sounds good, although from my point of view, it's probably the upper standard, being one of the strongest, or even the strongest, if you take into account the entire history.
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Damage Per Minute - DPM (more suitable for MOBAs)
Damage Per Second - DPS (more suitable for shooters)

I think it's more correct to talk about Damage Per Action for heroes.
Oh, well, here it is. There was a version about minutes, but I was surprised, what do they have to do with it
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P.S. sorry for the late reply, the forum stopped opening at home, and it doesn't load "fresh" pages through a VPN either (it loads old ones). So, I can only access the forum from work; there are some specific settings here.
That's the new reality of the Russian internet; there's nothing to apologize for...
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P.P.S. in conclusion, I want to say that in Multiplayer (PVP) on Random Map Generator (RMG) maps, central perks are not studied by players in my mod (we played in groups of three and four), it's too unlikely to "successfully" get everything that's required, and Mentor isn't available on all maps, or there's not enough money.
Well, yes, unfortunately. In this regard, I understand mods in which access to the central perk is simplified to the maximum, so that it makes sense in multiplayer. And in single-player, the balance and requirements are lower.
 

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