Well, I've been looking at the number of monster kills my character has, and noticed that I've killed a lot of things. This lead me to thinking "man, you'd think I'd start getting better at killing these things". So here's my idea:
1-1000 kills of a specific monster each adds 0.1% bonus to damage. Basically, this means that once you've killed 1000 of something, you do double damage.
1001-1000 kills each add 0.01% This means 10000 kills of a monster would yield you triple damage.
My rationale is, at least in my character (who I have done a TONNE of farming with), very few monsters are even close to 1000 kills, and none are over 4000. Based on that, these counts sound reasonable. It wouldn't make uniques any easier, just monsters you've already killed once or twice.
For a more computationally complex equation, I was thinking an logrithmic curve that starts at maybe 0.8 for 0 (so the first time you battle something, you have a small penalty) then at around 1000 you get to 2, and so forth. If this was the case, you'd either want to not apply the factor to Uniques, or scale their HP accordingly (as you only face them once, you'd always do 80% damage).
To lower the overhead, a lookup table could be used for values less than say, 1000, then after that, use the log calculation.
The idea behind the logarithmic curve is that it more accurately represents natural learning. This could be something you could toggle during birth options.
It was my thinking that it would *not* apply across similar creatures, as a Blue Dragon might have different Weak spots than a Red Dragon.
I'll attack implementing this if there's interest.
1-1000 kills of a specific monster each adds 0.1% bonus to damage. Basically, this means that once you've killed 1000 of something, you do double damage.
1001-1000 kills each add 0.01% This means 10000 kills of a monster would yield you triple damage.
My rationale is, at least in my character (who I have done a TONNE of farming with), very few monsters are even close to 1000 kills, and none are over 4000. Based on that, these counts sound reasonable. It wouldn't make uniques any easier, just monsters you've already killed once or twice.
For a more computationally complex equation, I was thinking an logrithmic curve that starts at maybe 0.8 for 0 (so the first time you battle something, you have a small penalty) then at around 1000 you get to 2, and so forth. If this was the case, you'd either want to not apply the factor to Uniques, or scale their HP accordingly (as you only face them once, you'd always do 80% damage).
To lower the overhead, a lookup table could be used for values less than say, 1000, then after that, use the log calculation.
The idea behind the logarithmic curve is that it more accurately represents natural learning. This could be something you could toggle during birth options.
It was my thinking that it would *not* apply across similar creatures, as a Blue Dragon might have different Weak spots than a Red Dragon.
I'll attack implementing this if there's interest.
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