Dardiel
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Dev Notes for Dardiel's Accuracy/Beast Manipulation Set: While complex, this is a very interesting set that would provide a chance to set new standards to finally fix the long-standing issue of charge mechanics feeling unrewarding unless overcompensated for in design. However, due to its mechanical complexity, it does enough that we have some notes to communicate on how the set would have to deviate from the suggestion: At the time being, Ferocious Strikes are coded to have a fixed x2 output and require CHA. Some minor system work would be required to adjust this. +100% Ferocious Strike rate is a threshold we're very wary of. We're wary of proliferating more triple mode items. This isn't a hard no, but it's one of those things that would slow down releases and result in fewer cool things being released due to taking longer to make them. PCF being balanced around it dividing the bonuses based on how many PCF items have their Integration active This gives a lot of potential to get something hugely powered up if you use multiple items to charge it within a fight, and then condense the bonus into a single item. One way in which we could address this would be to cap how high the bonus for an individual item can be. Weapon: Weapons need to be capped at +/-10 BtH. Misc: As well as the above note on triple compression, the 2nd option spending HP/MP/SP takes up the MC effect. In addition, we've been moving away from damage-scaling effects over time, this would need to have a X% Meleevalue. Pet: Highlighting component of a broader set issue through which penalties that pay for effects occur on a miss, while the set trivializes accuracy. Shield: Rather than give the EleShield at the start of turn, it would likely be better to have it applied on the first attempted hit, or at the end of the player turn if no hit was attempted. Armor: This has such a heavy amount of compression that it raises concerns for development time and compression standards. It reaches a point that would make it difficult to implement everything even before bringing up the concerns for future expectations, so we would have to focus on the parts most important to the idea. As a last note, the pet damage bonus would have to be lower than expected, and penalties that the set trivializes may need a second look, particularly when a mode funnels the bonuses to the player. I'd like to thank the devs for providing a space for me to post this year's winner, I'll try to be reader-friendly with it by splitting the info into 3 sections: - Overview: No numbers, just vibes - Detailed: No vibes, just numbers - Motivations: Trying to explain why the idea is cool and not bad Also I support RobynJoanne's suggestion and KhalJJ's overclocked suggestion. Some extra context for this set and the Fungibushi set suggestion from Grace Xisthrith: I was very eager to try a unique system for working on the set suggestions this time around, and I'm proud of the outcome - I was able to find a total of twelve players that wanted to coordinate to create/support individual items that work together but highlight the creativity of the designers involved, and support each other in getting the items implemented. As such, each item has a unique designer credit. The players involved with this warwolf suggestion were Grace Xisthrith, Maxtrigon, NightofLight, Red Blood, Telcontar Arvedui I, and myself with input from various other players. Overview Theme The set has a beasmaster theme with a focus on pet buffs, shredding enemy blocking (with high risk/reward effects), and a new mechanic that allows for powering up the items. The set is fire element. Pulse Core Frequency (PCF) On all 5 items; allows items to spend power to give the player a stacking buff, spread across equipped warwolf items. PCF can occasionally be exchanged for a boost to guest Ferocious Strike rate. Misc Boosts CHA and Player-side BtH; includes a toggle to gain berserk and inflict defloss, a toggle to heal based on damage dealt, and a spell that gives pet celerity. Pays costs with self-inflicted bleed. Pet Inflicts defloss. Feed it SP to unlock a stronger attack. Weapons Has defloss potence, a toggle to generate extra PCF and a toggle to damage SP and gain eleshield. Shield Fire/ice dual element. Provides eleshield based on PCF. Armor Quad compression with fire/ice/water/wind. Mounted mode is FD, with a BtH penalty to give pet damage. At higher levels of PCF, you gain pet celerity. Has a skill for permanent defloss, and another skill to gain pet celerity then switch to Combination mode. Combination mode is FO, and removes pet+guest to boost player power with extra power and bonuses for high Charisma (also converting pet celerity to player celerity). Has a toggle to trade accuracy for power, and a skill that allows a multi-hit attack before switching back to Mounted mode. Detailed Pulse Core Frequency (PCF) New mechanic, a tracker attached to the player. Starts at 0 per battle, costs 10% melee to increase by 1 - has a soft cap, while soft capped you can Shift Gear and spend all PCF to get Ferocious Strike chance and bonus PCF gain plus a soft cap increase. Items can have Pulse Core Integration for free; Pulse Core Integrated items get value from stored PCF, but the bonus is divided among equipped integrated items. Full explanation at the end of the suggestion. Ferocious Strike Mechanics The PCF mechanic and the armor interact with Ferocious Strike, and uses the following assumptions: - CHA's 20% FS rate means +20% FS rate, so additive bonuses from elsewhere would make FS available to characters without Charisma (eg +20% for a character with 0 CHA means 20% FS rate, but for a character with 250 CHA it means a total 40% rate). - FS output is +50% melee, so 1% melee is +2% FS chance. FS rate above 100% overflows melee value into FS impact. - FS impact is equal to 50+bonus/FSRate % melee (with bonus being the % melee increase); this ensures the value of raising FS impact considers the actual rate so as to avoid having effects that are 5-10 times stronger than intended. +50% melee into FS impact will always give an average of 50% melee per turn. Misc - ANDrAS Type-PC174 All costs for the misc are paid via bleed inflicted on the player with the appropriate % melee value. For the passive misc bonuses, presumably the bleed that pays for them is only inflicted the first time it's equipped on a turn (to avoid infinite self-bleed). The bleed uses player CHA/LUK vs monster CHA/LUK to remove. +50 CHA +10 BtH for player/pet/guest +1 PCF per turn Click to open a menu with three options. - Berserk: Toggle. While on, player/pet/guest have a -(8+PCF) berserk (PCF isn't contributing value here; it's functionally a flavor effect) and at the end of each turn inflict a 2-turn 15% melee omni-elemental defloss on the enemy (CHA/LUK vs CHA/LUK); MC is potency on the save. - Novasteel Strike: Spend 50% melee in HP for a spell that pays damage for 2 turns of pet celerity. - Integration: Toggle pulse core integration (defaults to on; toggle is preserved between fights). While on, you heal for a percentage of damage dealt by you, your pet, and your guest. The heal % for each member is 2X*PCF/Integrated, where X is 1, 0.4, and 0.45 for player, pet, and guest; the heal is soft capped similar to Mason's choke, where the damage used gets ^0.75 if greater than expected, and this one also accounts for enemy strength - the soft cap is multiplied by expectedPlayerMaxHP/enemyMaxHP so that out-healing defensive enemies is harder but healing vs glass cannon enemies is less restricted. Ideally, the soft cap can be displayed within the info text box for the Integration toggle. Pet - NA/HuM Type-S313 Click the head to feed the pet SP - 20% melee in SP becomes 20 charges, to a maximum of 80 charges. Attack 1 - Default: 0.5 base lean. Spends 25% melee in damage to generate 1 PCF and inflict a 2-turn omni-elemental defloss on the enemy (CHA/LUK vs CHA/LUK). PCF increases the defloss value by 2*PCF/Integrated. Attack 2 - Performed if charges = 80: 0 base lean (ie 0% random). Spends all 80 charges for +80% melee value. 4-hit attack with -15 accuracy lean. Spends 41% melee in damage, and at the end of the attack it inflicts you with a bleed with melee value of 50*misses/attempts; at the end of the attack it gains charges equal to 80*hits/attempts. PCF increases the attack's melee value by 2*PCF/Integrated. If the attack becomes autohit, reduce the number of charges gained to 65. Click the body to toggle Pulse Core Integration (defaults to on; toggle is preserved between fights). While off, the defloss and damage of their respective attacks do not benefit from PCF. Weapons - MAR/CHOSIAS Type-ME80, AsTA/ROTH Type-RA40, AL/LOCER Type-MA00 (separated with commas because they use slashes) Melee 0-proc, ranged 100-proc (3 or 4 hits average), and magic 0-proc with 0.8/0.4/0 base leans (ie 80% random/40% random/0% random). The magic version's base can be clicked to toggle between magic 0-proc and ranged 0-proc. -15 accuracy lean MC: 20 defloss potence Spends 10% melee in damage to generate 1 PCF per turn after attacking. Gains damage worth a melee value of 2*PCF/Integrated. Click to open a menu with three toggles. Each toggle is preserved between fights. - Volatile Drive: Toggle. Become inflicted with 10% melee worth of bleed per turn to generate an additional 1 PCF per turn. - Reactor Drain: Toggle. Attacks damage SP instead of HP, with excess damage overflowing to HP. Deals *9/8 damage vs SP. Pays 20% melee in the form of a penalty for missing; at the end of the attack, gain a bleed with a melee value of 20/0.3*misses/attempts then gain a 1-turn omni-elemental eleshield with a melee value of 20/0.7/1.4*hits/attempts; for autohit, the bonus remains but the cost becomes a guaranteed 20% melee bleed. Magic version only has this effect on spell casts, with the appropriate power boost. - Integration: Toggle Pulse Core Integration (defaults to on; toggle is preserved between fights). While off, the weapon loses its damage bonus. Shield - SAMAEL Type-ES3.5 Resists are 23 to fire, 21 to ice, 4 to water and wind. 9/9/8 MRM. MC: At the start of your turns, you gain a 1-turn [5 + 2x PCF/Integrated]% melee omni-elemental eleshield. Pays 10% melee MRM; preferably paying the most it can via Magic, any remainder via Ranged, and any further remainder via Melee: At the start of your turns, if the monster attacked you since your last turn, you gain 1 PCF. Click the shield to toggle Pulse Core Integration (defaults to on; toggle is preserved between fights). While off, the eleshield does not benefit from PCF. Armor - A/GARES Type-IWW45 Resists are 42 to fire/ice (high tech temperature control), 45 to water/wind (weatherproof coating), and 100 to light/dark/earth/energy. 45 MRM. MC: Two modes, two skills each. Click the armor to toggle Pulse Core Integration (defaults to on; toggle is preserved between fights and modes). While off, the mounted armor's pet damage and PCF acceleration don't benefit from PCF; neither does the combination armor's damage. Armor - Mounted Full Defense, 3-hit attack Pays 20 BtH (halved for spells/skills; about 23.5% melee) and after you perform an attack/spell/skill while in this mode you gain the following. - +1 PCF *hits/attempts (10*0.65 = 6.5% melee, about 17% left) - 1 turn of +75% pet damage *hits/attemps +5*PCF/Integrated% -50% *misses/attempts (75*0.4*0.65 = 19.5% melee, 50*0.4*0.35 = 7% melee so 19.5-7 = 12.5% for 4.5% left); for autohit, the bonus is instead just the 12.5% melee so 12.5/0.4 = +31.25% pet damage +5% *PCF/Integrated. - 1 turns of about 13.3 pet BtH (13.3*0.4*0.85 = 4.5% melee) If the pet damage bonus reaches +100% AND you don't have pet celerity, reduce the bonus by 100% for 1 turn of pet celerity then split the remaining bonus into two pet turns of that bonus. If you end your turn in mounted mode without triggering the above, gain [2*PCF/Integrated]/10 PCF. Mark Target: Spend 20% melee SP for +2 PCF and inflict 10% melee permanent omni-elemental defloss (50% save, MainStat/CHA vs CHA/LUK). Uses the mode's other attack animation. Cogs of War: QuickCast. Spend 40% melee SP for 1 turn of pet celerity then switch to Combination Mode. Once used, this skill can't be used again until you use the Shift Gear component of PCF. Armor - Combination Full Offense, -5 accuracy lean 4-hit attack Disables pet/guest while in this mode. In exchange, pet and guest buffs are converted: - Pet/guest celerity the player has and/or gains becomes player celerity; to compensate for value difference, the player pays that difference via a permanent omni-elemental negative eleshield (aka negative-value eleshield; eg 100-(-6.5/1.4) = x1.046 damage). - The 5% guest damage from Charisma's style bonus becomes +0.5 PCF per turn. Ferocious Strike is converted to a 20% chance of pet celerity (worth 40% melee) and +1 PCF when the player attacks; it still counts as a Ferocious Strike so changes to Ferocious Strike chance/impact apply to this as well, with increases to the chance applying as normal and changes to the impact only applying to the PCF gain but at 5x value to compensate (eg at 2x FS impact, the 100% value manifests as 1 turn of pet celerity and +6 PCF). - Player damage is increased by 35-55% based on CHA (15% from guest value minus guest cost, 20% from base pet value, 20% from CHA-based pet value) + 2%*PCF/Integrated. Overdrive: Toggle. Reduce player BtH by 14.9123 (17+4623/8500% melee), cause the player to receive a 50% melee bleed *misses/attempts (50*missRate = 50*0.349123 = 17.45615% melee) each turn, and cost 25% melee in SP each turn for a total 60% melee value (well, 60.00003%). Increase Ferocious Strike rate by +100% (50% melee; with style bonus it means that 10% melee will overflow into +10% melee FS impact), and Ferocious Strike impact by 10% melee. Onslaught Type-118 (second skill, first use): QuickCast. Enter a charging state - in this state, all items lose Pulse Core Integration and you can't gain PCF. Track the amount of % melee "lost" this way (ie store 2% melee per PCF per turn, and 10% melee per PCF that was blocked from being gained). Onslaught Type-118 (second skill, second use): Perform an attack that uses the mode's other attack animation - two hits at 50% damage each, and for each 100% melee stored it repeats the attack portion of the animation for the same two hits at 50% damage. At the end of the attack, return to Mounted Mode. To compensate for attacking in FO then switching to FD, you gain a 1-turn negative eleshield for 1.25/0.75 = +66.6% incoming damage. PCF Details Pulse Core Frequency functions almost like charges, but granting passive benefits rather than being spent; functionally like a status of "boost the value of your items". The details of PCF are: - 1 PCF is worth 10% melee. Since all PCF gained after turn 1 diminishes in value (eg PCF on the first turn applies its value for 10 turns, while PCF gained on the tenth turn only applies its value for 1), the average PCF only lasts 5 turns and therefore is worth 2% melee per turn. - The PCF value of 2% per turn is divided among all items with Pulse Core Integration. This is why Pulse Core Integration is free - the only benefit the item gains is from an effect that's already been paid for, and having more items benefit will reduce the per-item bonus to mtaintin the per-turn value. - Ideally, PCF can have a visible on-screen tracker at least during the player's turn (Similar to Neko or Kindred armor). It would also be ideal if the tracker could have a button, such as with Willow Plate. - PCF held has a soft cap of 10. While at/above the soft cap, PCF gains are multiplied by [cap/current] but in exchange the player can click the PCF tracker to "Shift Gear". - Shift Gear is QuickCast - the player spends all PCF to gain 80% of the soft cap as permanent PCF generation (80/10 = 8% of soft cap becomes PCF gained each turn) while the remaining 20% of the soft cap and any excess PCF are converted to 2 turns of bonus Ferocious Strike chance. In addition, the soft cap increases by 5 (increasing the required amount and by extension the impact of future Shift Gears). Motivations Theme Beastmaster was chosen due to the set's aesthetic (never before has a set had so many beast motifs; at least 15 wolf heads) and as a means to support strategies other than FO "click your elecomped skill to win the fight". Defloss was chosen partially due to the introduction of ranger adaptation becoming a payoff for having high accuracy, and partially to create interesting mechanics that interact with accuracy. The use of penalties for missing attacks is a way to give payoffs for high accuracy that aren't just bonus damage, while being risk/reward items on their own. Pulse Core Frequency (PCF) This is intended to be a unique charging mechanic, where charges give passive power instead of being stored to use for all-at-once power later. The soft cap and Shift Gear mechanic are to give further interaction with the charges so that decisions can be made beyond just "should I acquire more" and to spice up gameplay with moments of low and high power even within a scaling mechanic. The ability for each item to turn on/off integration allows further strategy within battle, channeling the per-turn value into particular items with a sort of "all power to engines" style. Ferocious Strike Mechanics The introduction of Ferocious Strike includes new design space for guests, which is much appreciated. This is intended to be the introduction of basic mechanics within that design space. Naming Each item has "type" suffixes, intended to be functional naming. Each item's code will be explained; if the numbers attached to the suffix change (such as the misc's "174" code referring to the level 150 HP cost of its skill), the code itself should change to match. Misc The BtH helps mitigate the set's extreme inaccurate leans, and the berserk is a straight damage payoff. The bleed costs and healing effect is to allow for interesting interactions with the item's cost beyond just "can you pay it", with a healing soft cap that prevents the effect from trivializing fights. Type-PC174 refers to Pet Celerity at a cost of 174 HP (50% melee at level 150). Pet The goal was to introduce the "feeding" mechanic as an alternative to overcharge modes, with a cost refund to allow a powerful beastmaster accuracy payoff in the form of a pet that consistently operates at high power. Type-S313 refers to the SP cost of 313 to fully feed the pet (80% melee at level 150). Weapons Defloss potence and the eleshield component let the weapon empower every other item in the set, while the SP damage provides bonus utility and a neat "flavor" of draining enemy power to boost your defenses. Type-ME/RA/ME refers to the weapon's type, and 80/40/00 refers to the % random damage the weapon deals. Shield Intended to be a simple design, just a defensive shield that interacts with PCF. Type-ES3.5 refers to the EleShield of 3.5% (5%/1.4) that the shield gives as the base amount. Armor The resist choice is because the armor has no elelocked abilities, and would like to wield as much of the set as possible at once for full PCF gain. As such, the focus is on being able to wield the weapon+pet while being in the armor (not much can be done to make the shield as verstile, but the omni eleshield does help). Mounted mode is a full beastmaster enabler, reducing player outputs to give a big bonus to pets. Combination mode is a way for defensive beastmasters to get a full-damage output, while still giving non-beastmasters an armor that lets them focus on their own power. The negative eleshield is an attempt at making the cost more interesting to interact with, since you can use other components of the set or other items in general to pay off the penalty in a balanced way rather than being stuck with the cost and not being able to engage with it. The transformation skills having additional effects is an attempt at making the mode changes more interesting, with thought and resources going into each and providing bigger impact to those moments as well as giving more reason to swap forms as opposed to just sticking in "the better one". Type-IWW45 refers to its secondary resists of Ice, Wind, and Water at 45% each.
< Message edited by Ward_Point -- 7/31/2024 20:53:18 >
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