Hi, I would like to inform the general community of my ideas on how the PVP system could be balanced and possibly expedite its release (if the ideas are accepted by Blizzard)! First of all, I am an applied mathematician and I have used my talents to aid others in calculating effective strategies in various games in my free time. While the mathematical analysis of games isn't a topic I specialize in (I specialize in computational physics), the formulas used in these games aren't too mathematically complex.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Now to begin the talk of PVP! I believe an effective PVP system should be accessible to all players on roughly an even footing; however, in doing so I do believe there should be customization of the characters to promote diversity (it would be boring to directly overwrite everyone's stats to some fixed template for PVP).

Currently, with the PVE system, player damage is on average very high and as such would lead to very short battles. On the other hand, some players have very high health and can survive a very long time. I believe that roughly 99% of the matches would consist of 1 of 4 cases:

(i) Player 1 can kill player 2 in seconds. (ii) Players 1 and 2 can kill each other in seconds. (iii) Player 1 cannot kill player 2 due to life sustainability and damage mitigation. (iv) Players 1 and 2 cannot kill each other due to life sustainability and damage mitigation.

To counteract this I believe several adjustments must be made on various parameters to try to prevent these 4 cases most of the time.

Consider the following formulas and explanations:

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Set a standard reference for

Now the formulas become:

This equation allows for some flexibility by adjusting

As an example, if a player has 200,000

The

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Start by calculating a player's

Now set a standard reference

Now the formulas become:

The flexibility of the equation is the same as for

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

This system can be simply the current

In addition, a knockback adjustment should be made similarly to

Lastly, snare movement speed should be adjusted similarly to the general

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

There are many ways for a player to restore lost health but the most common are: Life Regeneration, Life on Hit, Life Steal, Life from Health Globes, Life from Potions, and Life from Skills (either % max HP and fixed amount). I will address these one at a time:

Life Regeneration should be multiplied by the Life on Hit should also be multiplied by the Life Steal should remain unaltered since Life from Health Globes should be multiplied by the Life from Potions should also be multiplied by the Life from skills need to be adjusted by the

This should provide ample scaling to sources of Life to discourage immortality builds.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

In closing, I would like to add that none of the formulas listed here are certain, nor might they be remotely close to the final release of PVP. I provided formulas here that I think are balanced and would allow most players some footing on a playing field since the current spread of player's statistics is very very large.

Also, further adjustments can be made to individual skills that may prove troublesome to balance the game. Examples of these skills are: Threatening Shout - Demoralizing Roar taunt mechanics, Mantra of Retribution mechanics, Smokescreen, etc.

I hope you all enjoyed reading my theory-crafted ideas for PVP!

TL;DR: This post explains a possible PVP system which could be implemented to promote balance.

Edit: fixed some typos.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

**Introduction**Now to begin the talk of PVP! I believe an effective PVP system should be accessible to all players on roughly an even footing; however, in doing so I do believe there should be customization of the characters to promote diversity (it would be boring to directly overwrite everyone's stats to some fixed template for PVP).

Currently, with the PVE system, player damage is on average very high and as such would lead to very short battles. On the other hand, some players have very high health and can survive a very long time. I believe that roughly 99% of the matches would consist of 1 of 4 cases:

To counteract this I believe several adjustments must be made on various parameters to try to prevent these 4 cases most of the time.

**The adjustments must be made to Damage Per Second (**Here I propose formulas for the following by using a standard value and logarithmic diminishing returns after that standard value is attained.**DPS**), Effective Health (**EHP**), Crowd Control (CC), and Life Sustainability (LS).Consider the following formulas and explanations:

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

**DPS Scaling**Set a standard reference for

**DPS**and denote it by**sDPS**. This will be the scale that player damage will be adjusted on. Next, set a diminishing returns factor and denote it by**dmfD**. This will affect how quickly additionally**DPS**will be attenuated beyond the standard reference. Introduce a multiplicative factor which will attenuate**DPS**and denote it by**dscale**. Lastly define**PVPDPS**as the adjusted**DPS**used for PVP.Now the formulas become:

**If (DPS <= sDPS), then dscale = 1.00**

**If (DPS > sDPS), then dscale = (1 + dmfD* log(DPS / sDPS)) * sDPS / DPS**

**PVPDPS = DPS * dscale**

This equation allows for some flexibility by adjusting

**sDPS**and**dmfD**. By decreasing**dmfD**, it is possible to make diminishing returns steeper and by setting**dmfD**to 0, everyone's**PVPDPS**will be hard capped at the**sDPS**.As an example, if a player has 200,000

**DPS**and**sDPS**is 50000 and**dmfD**= 1.00 then the**dscale**becomes roughly 0.4 and the player's**PVPDPS**becomes roughly 80000.The

**PVPDPS**will be adjusted by multiplying the damage-per-hit by the**dscale**multiplier as defined above. This will allow players to maintain high critical chance and attack speed but will lower the damage-per-hit in doing so.~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

**EHP Scaling**Start by calculating a player's

**EHP**amounts, these amounts may be different depending on they type of damage (e.g. melee, ranged, poison, etc.) and they player's resistances to those types as well as overall mitigation from armor, skill, passives, etc. This**EHP**calculation should include dodge and block chance. And for the block amount calculation, use an attacker that hits for the**sDPS**amount. Without loss of generality, let**EHP**denote the**EHP**of any particular type of damage as the formulas will be the same.Now set a standard reference

**EHP**and denote it by**sEHP**similar to**sDPS**for**DPS**. Again, also set a diminishing returns factor**dmfE**similar to**dmfD**for**DPS**. Introduce a multiplicative factor which will attenuate**EHP**and denote it by**escale**. Lastly,**PVPEHP**will denote the adjusted**EHP**used for PVP.Now the formulas become:

**If (EHP <= sEHP), then escale = 1.00**

**If (EHP> sEHP), then escale = (1 + dmfE* log(EHP / sEHP)) * sEHP / EHP**

**PVPEHP = EHP * escale**

The flexibility of the equation is the same as for

**DPS**. The way**PVPEHP**will be implemented won't be by decreasing a player's**EHP**but instead by*increasing*the damage taken by the player by a factor of**1/escale**. This effectively allows players to*penetrate*absurd defenses by increasing the damage they do to those targets.~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

**CC Scaling**This system can be simply the current

**CC**system used for elites except with the**CC**cap at 100% instead of 65% as used in PVE. This will enable players to only temporarily lock their opponent down (stun/freeze/etc.) without the ability to permanently prevent a player from doing anything.In addition, a knockback adjustment should be made similarly to

**CC**by reducing the amount knocked back with subsequent attacks which inflict knockback.Lastly, snare movement speed should be adjusted similarly to the general

**CC**formula but instead of adjusting snare duration, it should adjust snare movement speed reduction. This would enable a player standing in caltrops to move at full speed after a few seconds of standing in it; however, once leaving the caltrops, they could again be snared as their snare resistance diminishes at a fixed rate while not snared.~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

**LS Scaling**There are many ways for a player to restore lost health but the most common are: Life Regeneration, Life on Hit, Life Steal, Life from Health Globes, Life from Potions, and Life from Skills (either % max HP and fixed amount). I will address these one at a time:

**escale**parameter to ensure a hardy player cannot just sit idly in the face of attackers.

**escale**parameter to similarly avoid never-ending battles and prevent mindless tanking.

**DPS**is already adjusted; however, the inferno amount of 80% reduction to Life Steal should still be used.

**escale**amount. This is especially important if many sources of Health Globes will exist in PVP.

**escale**amount. This isn't as important since potions can only be consumed every 30 seconds.

**escale**amount as well in the same way as Life on Hit and Life Regeneration.

This should provide ample scaling to sources of Life to discourage immortality builds.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

**Closing Comments**In closing, I would like to add that none of the formulas listed here are certain, nor might they be remotely close to the final release of PVP. I provided formulas here that I think are balanced and would allow most players some footing on a playing field since the current spread of player's statistics is very very large.

Also, further adjustments can be made to individual skills that may prove troublesome to balance the game. Examples of these skills are: Threatening Shout - Demoralizing Roar taunt mechanics, Mantra of Retribution mechanics, Smokescreen, etc.

I hope you all enjoyed reading my theory-crafted ideas for PVP!

TL;DR: This post explains a possible PVP system which could be implemented to promote balance.

Edit: fixed some typos.

Edited by Iria#1342 on 2/4/2013 12:29 PM PST