For now and for most games AoE works pretty simple: the more area you cover with your skill - the better. If one skill covers X area and other one covers twice as big, well, that second skill is probably better. It depends on enemies / allies quantity you regularly meet. High quantity means huge growth of AoE effectiveness with each target, while low quantity mostly means that raising AoE is pointless. There’s a lot more problems with balancing single target effects and crowd effects and not so many solutions for every of them.
Last Epoch suffers from those problems also. And, honestly, I don’t know how PvP will look like with all this. Probably it will lead to a strict differentiation between PvP and PvE builds. But I suggest an old but pretty effective way to soften the difference between huge-AoE skills and small- / non-AoE skills.
Lowering AoE effectiveness with each affected target.
It’s easily understandable with an example of AoE damage done to one or several targets. Lets say it decreases like this …
1 target hit: 100% damage to a single target
2 targets hit: 90% damage to each target (180% summary)
3 targets hit: 80% damage to each target (240% summary)
4 targets hit: 76,3% damage to each target (305% summary)
5 targets hit: 72% damage to each target (360% summary)
6 targets hit: 68,3% damage to each target (410% summary)
7 targets hit: 65,6% damage to each target (459% summary)
8 targets hit: 63,4% damage to each target (507% summary)
9 targets hit: 61,6% damage to each target (554% summary)
10 targets hit: 60% damage to each target (600% summary)
…
20 targets hit: 50,3% damage to each target (1005% summary)
30 targets hit: 44% damage to each target (1320% summary)
40 targets hit: 40,5% damage to each target (1620% summary)
84+ targets hit: 35% damage to each target (2940%+ summary)
Full sequence of reduction per target
My formula is …
n > 3
Dmg [ n ] = (Dmg [ n - 1 ] * (n - 1) + oDi [ n ] ) / n
n - crowd size / targets quantity
Dmg [ n ] - damage to each target
oDi [ n ] - overall damage increase comparing to overall damage against a crowd of [ n - 1 ] targets. It starts from 65 on n = 4 and decreases with each next “n” …
65, 55, 50-30, 30 …
1 target hit: 100% damage to a single target
2 targets hit: 90% damage to each target (180% summary)
3 targets hit: 80% damage to each target (240% summary)
4 targets hit: 76,3% damage to each target (305% summary)
5 targets hit: 72% damage to each target (360% summary)
6 targets hit: 68,3% damage to each target (410% summary)
7 targets hit: 65,6% damage to each target (459% summary)
8 targets hit: 63,4% damage to each target (507% summary)
9 targets hit: 61,6% damage to each target (554% summary)
10 targets hit: 60% damage to each target (600% summary)
11 targets hit: 58,6% damage to each target (645% summary)
12 targets hit: 57,4% damage to each target (689% summary)
13 targets hit: 56,3% damage to each target (732% summary)
14 targets hit: 55,3% damage to each target (774% summary)
15 targets hit: 54,3% damage to each target (815% summary)
16 targets hit: 53,4% damage to each target (855% summary)
17 targets hit: 52,6% damage to each target (894% summary)
18 targets hit: 51,8% damage to each target (932% summary)
19 targets hit: 51% damage to each target (969% summary)
20 targets hit: 50,3% damage to each target (1005% summary)
21 targets hit: 49,5% damage to each target (1040% summary)
22 targets hit: 48,8% damage to each target (1074% summary)
23 targets hit: 48,1% damage to each target (1107% summary)
24 targets hit: 47,5% damage to each target (1139% summary)
25 targets hit: 46,8% damage to each target (1170% summary)
26 targets hit: 46,2% damage to each target (1200% summary)
27 targets hit: 45,6% damage to each target (1230% summary)
28 targets hit: 45% damage to each target (1260% summary)
29 targets hit: 44,5% damage to each target (1290% summary)
30 targets hit: 44% damage to each target (1320% summary)
31 targets hit: 43,5% damage to each target (1350% summary)
32 targets hit: 43,1% damage to each target (1380% summary)
33 targets hit: 42,7% damage to each target (1410% summary)
34 targets hit: 42,4% damage to each target (1440% summary)
35 targets hit: 42% damage to each target (1470% summary)
36 targets hit: 41,7% damage to each target (1500% summary)
37 targets hit: 41,4% damage to each target (1530% summary)
38 targets hit: 41,1% damage to each target (1560% summary)
39 targets hit: 40,8% damage to each target (1590% summary)
40 targets hit: 40,5% damage to each target (1620% summary)
41 targets hit: 40,2% damage to each target (1650% summary)
42 targets hit: 40% damage to each target (1680% summary)
43 targets hit: 39,8% damage to each target (1710% summary)
44 targets hit: 39,5% damage to each target (1740% summary)
45 targets hit: 39,3% damage to each target (1770% summary)
46 targets hit: 39,1% damage to each target (1800% summary)
47 targets hit: 38,9% damage to each target (1830% summary)
48 targets hit: 38,8% damage to each target (1860% summary)
49 targets hit: 38,6% damage to each target (1890% summary)
50 targets hit: 38,4% damage to each target (1920% summary)
51 targets hit: 38,2% damage to each target (1950% summary)
52 targets hit: 38,1% damage to each target (1980% summary)
53 targets hit: 37,9% damage to each target (2010% summary)
54 targets hit: 37,8% damage to each target (2040% summary)
55 targets hit: 37,6% damage to each target (2070% summary)
56 targets hit: 37,5% damage to each target (2100% summary)
57 targets hit: 37,4% damage to each target (2130% summary)
58 targets hit: 37,2% damage to each target (2160% summary)
59 targets hit: 37,1% damage to each target (2190% summary)
60 targets hit: 37% damage to each target (2220% summary)
61 targets hit: 36,9% damage to each target (2250% summary)
62 targets hit: 36,8% damage to each target (2280% summary)
63 targets hit: 36,7% damage to each target (2310% summary)
64 targets hit: 36,6% damage to each target (2340% summary)
65 targets hit: 36,5% damage to each target (2370% summary)
66 targets hit: 36,4% damage to each target (2400% summary)
67 targets hit: 36,3% damage to each target (2430% summary)
68 targets hit: 36,2% damage to each target (2460% summary)
69 targets hit: 36,1% damage to each target (2490% summary)
70 targets hit: 36% damage to each target (2520% summary)
71 targets hit: 35,9% damage to each target (2550% summary)
72 targets hit: 35,8% damage to each target (2580% summary)
73 targets hit: 35,8% damage to each target (2610% summary)
74 targets hit: 35,7% damage to each target (2640% summary)
75 targets hit: 35,6% damage to each target (2670% summary)
76 targets hit: 35,5% damage to each target (2700% summary)
77 targets hit: 35,5% damage to each target (2730% summary)
78 targets hit: 35,4% damage to each target (2760% summary)
79 targets hit: 35,3% damage to each target (2790% summary)
80 targets hit: 35,3% damage to each target (2820% summary)
81 targets hit: 35,2% damage to each target (2850% summary)
82 targets hit: 35,1% damage to each target (2880% summary)
83 targets hit: 35,1% damage to each target (2910% summary)
84 targets hit: 35% damage to each target (2940% summary)
As you can see, damage to a single target quickly reduces to 60% or even by half, but overall damage increases by ~50% per each additional target (or 30% against much larger crowd). This sequence may be shorter and simpler, but I’m trying to make “single target damage loss” and “overall damage increase” more smooth.
Of course, we can’t reduce only direct damage like that. This algorithm should also …
- reduce duration of DoT effects if not damage dependent (“Ignite” or any other in LE)
- reduce duration of lasting effects if not damage dependent (like “Slow”)
- power of other damage independent effects should also be reduced (like freeze rate)
This also should affect your beneficial effects unless otherwise mentioned …
- reduce health / ward gain on hit and other flat bonuses
- reduce healing power
- reduce duration of HoT effects and buffs
Now let think about some interesting consequences of this mechanics
- Swarms of enemies are much tougher now.
- Enemies spawning enemies are harder to fight with AoE (good for Elites / Bosses).
- If you wish to deal more damage to specific target in a crowd - choose skills with lesser area or use them as so to hit less secondary targets.
- Enemy damage is also reduced against crowd of players…
- So being inside a minion crowd is a defense.
- You have no defensive skills but wish to help your mates? - just stay near them.
- If you wish to heal more or to get a longer buff - keep distance from your mates .
And some about non instant multi hits. I think every NEXT target should be affected with weakened effect.
Example: you throw a piercing fireball - first target gets 100% damage, second one - 90%, third one - 80% and so on. At the same time, when chain lightning instantly hits several targets, all of them takes reduced damage.
Logic: in first case fireball requires time to reach the target and you, as a player, may miss with it, or your targets may find the way to defend themselves. In second case your AoE damage is guaranteed.