Home  | Login  | Register  | Help  | Play 

RE: CHA's Style Bonus and Statuses

 
Logged in as: Guest
  Printable Version
All Forums >> [Artix Entertainment Games] >> [AdventureQuest] >> AdventureQuest General Discussion >> Game Balance Issues >> RE: CHA's Style Bonus and Statuses
Page 2 of 2<12
Forum Login
Message << Older Topic   Newer Topic >>
12/26/2024 6:35:55   
Telcontar Arvedui I
Member

I have to admit, even I needed a reminder about what LK posted right above w.r.t. Guests' baseline power.
With the confirmation, I am more convinced that my "Type Other" proposal at post #6 is best as-presented, and therefore am no longer willing to support a "Type Guest" concession.
AQ  Post #: 26
12/26/2024 7:41:11   
CH4OT1C!
Member

Now that the baseline value of Guests has been reiterated, @Grace Xisthrith's proposal in Post #17 is more accurately viewed as:
1) Ferocious Strikes (plus a small flat increase) on Damage Guests.
2) A flat Style Bonus is applied to status potency.

This isn't acceptable to me as a solution; it doesn't address why CHA's Style Bonus should be allowed to affect statuses. To be clear, I understand @Ward_Point's reluctance in Post #4-notwithstanding their multiplicative nature, it's not mathematically incorrect to boost them. It is certainly not helped by the state of potency. Nonetheless, this is an issue of consistency. If several stats offer output boosts as part of their style bonuses, then why should one of them be allowed to affect a wider range of mechanisms than the others? To reiterate, consistency would be maintained if all stat output boosts offered the same versatility as Ferocious Strikes. However, they don't (e.g., STR's damage bonus isn't suddenly giving a 10% potency increase to statuses inflicted by Melee weapons), and it would be impractical (heavy understatement) to make that happen. The far easier solution would be to remove that ability, transitioning to a damage boost similar to the one proposed by @Telcontar Arvedui I.

I will, however, posit another solution for the consideration of participants, as a further heavy compromise on my position. Several individuals have expressed their heavy opposition to removing CHA's status boost. Clearly, the status potency effect matters to them. If the boost is more versatile, one could simply make the boost significantly weaker to pay for it. Plenty of effects have paid a premium for versatility before. For example, items that can cure a variety of statuses cost significantly more to use (50% melee; Wingweaver Aegis) than items that can only cure one (12.5% melee; Zurvana's Pity). Of course, I'm not suggesting we go as far as reducing the power of CHA's Style Bonus by 75% (the penalties applied under these circumstances are rather arbitrary; there's no particular reason why it should be 75% for status curers), but the penalty would need to be significant enough to justify it affecting all statuses. After all, the player is paying to boost the power of a wide variety of effects, ranging from damage over time (e.g., Burns) to stuns (e.g., Fear) to defence (e.g., MRM Boosts).

< Message edited by CH4OT1C! -- 12/26/2024 7:51:30 >
AQ  Post #: 27
12/26/2024 7:49:57   
Sapphire
Member

Can someone please explain why WARD's mathematical example of why FS is OP when applying a damage boost from outside the base mechanic, yet the premise is mostly about status power which solely based on the base mechanic?

If using a guest damage boosting item (armor, misc, weapon, etc) is causing a higher than normal amount of output due to the way FS works, I maybe could see where people are coming from..albeit wholly unconvinced atm... However, what does this have to do with status power?

I'm sorry, folks, but pushing for FS working with statuses during the stat revamp as a selling point ..only to delete the mechanic later feels like a bait and switch, even if unintended.
Post #: 28
12/26/2024 10:13:57   
Dardiel
Member

With the clarification that guests are supposed to be treated as 45% melee, my previous post falls apart a fair amount so I would have to update my stance as a result - I still think that there should be consistency within the style bonuses (either all of them boost statuses or none of them do, including both the guest 5% and Ferocious Strike) but that's largely my only remaining point and the solutions would likely be one of:
- remove status interaction from CHA's style bonus in favor of Telcontar's phantom hit idea (however I still support the hit being guest type, unless all player style bonuses that increase damage are also being changed to other-type to ignore things that multiply player damage)
- let other style bonuses apply to statuses
- Chaotic's extra option for guest style bonus to be reduced as payment for the ability to boost statuses

I do think there's a potential discussion of "is it an advantage for a boost to apply to damage and the statuses, or is it a disadvantage for a boost to be restricted from applying to statuses, within existing balance standards"; I think the answer to that would influence how reasonable the latter 2 solutions are. I personally disagree with the use of things like status cleanses as justification since they're notoriously unrelated to standards but at the same time I have no real evidence for either side; the typical trend is that boosts apply only to damage but I imagine that's more for coding simplicity than a standard to follow.
Post #: 29
12/28/2024 10:04:03   
Sapphire
Member

Ianthe once mentioned when making wallbreaker that the effect should probably affect statuses that scale, but it felt like deadlines were looming so it wasn't going to happen. I still think this makes sense and likely needs to happen.

And yes, if there was a way to allow for STR and DEX's style bonuses to help increase status power then that's the path forward. I would even find a way to allow STR's backhand to allow for whatever weapon's status to work as well, with a modifier to account for melee% that backhand is offering. (IDR what is it, 5%?) I always felt that way. And adaptive lean should also allow for adaptive lean on all statuses as well. While on paper that wouldn't have any value, as with all lean changes, this in real gameplay would not feel like zero value. With how simple it is to boost BTH, it's sort of free power in a small sense. A +50 dex misc, for example, is increasing status power, too.

This is another example of give to others instead of removing what some have. It's essentially the same foundational argument I've laid out in many other debated topics. And grow the game, don't restrict it.
Post #: 30
12/28/2024 21:59:33   
Grace Xisthrith
Member
 

I'm against arbitrarily weakening the power of some guests over others (
quote:

If the boost is more versatile, one could simply make the boost significantly weaker to pay for it

As described in earlier posts, I'm against that.

I agree with Dardiel that using status cleanses is a very poor standard to base other items on. Guests already pay for their versatility, with compression costs meaning they don't get MC to output (usually). Maybe that's a really strong standard, but it's been the standard for ages.

I would like to again present that other style bonuses do benefit status users, they provide the same %melee (barring INT), the only difference is they do not directly increase the power of statuses, instead decreasing the %melee paid for them (by increasing damage dealt, reducing damage penalties, both STR and DEX do this), or making them more reliable (by increasing accuracy, DEX does this). I've yet to see a convincing argument against this equality, so I wanted to bring it back into the discussion. The only acknowledgement I've received of this opinion is
quote:

(Disclaimer: Yes, I recognise that STR/DEX etc. have other effects as part of their Style Bonuses, but we're strictly discussing "output" bonuses as a point of comparison here).

Since I've gotten a lack of response on what I view to be a significant and difficult to refute (at least so far) flaw in the initial post, I'm bringing it up again, hoping to prompt further discussion. I think that arguing that direct output of statuses is the only thing that matters, rather than how much is paid for them, is a poor argument. A hypothetical that pushes that argument to its extreme is: if STR gave 50% melee worth of damage, and CHA gave 15% melee worth in flat output and ferocious strikes as it does now, CHA would still be the only stat to affect direct status output, but obviously STR significantly empowers status builds, completely removing the cost they'd have to pay on some of their strong status weapons (Frostfang, The Reaping Gale, Xalkos Thrax, and more all pay 50% melee in damage). Obviously, that's an unrealistic scenario, but I hope it highlights my opinion that it's illogical to separate status cost from status output, and emhpasizes if you don't arbitrarily choose to separate status cost from status output, there's no difference between CHA or another style bonus with regards to status users.

AQ  Post #: 31
12/29/2024 4:00:16   
CH4OT1C!
Member

@Dardiel:
quote:

I personally disagree with the use of things like status cleanses as justification since they're notoriously unrelated to standards

I think my use of status cleansers (which I fully recognise are dubiously balanced) and the subsequent focus on it may be detracting from the discussion. My point was that it's perfectly possible for items to pay for increased versatility with a penalty. If you're not fond of this example, then there are plenty of others, such as in situations where the 'always useful' and 'omni-elemental' penalties are applied. To be clear, this isn't to defend the idea itself; as I said, paying a penalty to retain the ability to affect statuses is another heavy compromise on my position after I've already made several, so I can't say I'm fond of it. With that said, I don't believe a plausible solution should be removed from the table on the basis of a single example when plenty of other less dubious alternatives exist.

@Grace Xisthrith:
quote:

I think that arguing that direct output of statuses is the only thing that matters, rather than how much is paid for them, is a poor argument. A hypothetical that pushes that argument to its extreme is: if STR gave 50% melee worth of damage, and CHA gave 15% melee worth in flat output and ferocious strikes as it does now, CHA would still be the only stat to affect direct status output, but obviously STR significantly empowers status builds, completely removing the cost they'd have to pay on some of their strong status weapons

To be blunt, I don't think this is a very good argument, so until now I haven't really addressed it. With that said:
  • At surface level, this question can easily flipped: If there is no discernible difference as stated here, then why are people so opposed to changing it for Guests? Doing so would make CHA consistent with the other stats, and the ideas raised on this thread mean they won't be losing any deserved value. We've even given consideration to Guests that pay all of their damage for status, which is more than can be said for items from other stats (e.g., Ancestral Forbiddance).
  • Of course, I see the real point you're trying to make and why you feel it's important: If there's no difference between potency increase and cost decrease, then why change anything? There'd be no need for a GBI. The obvious answer is: because they aren't the same thing. As I've already mentioned, status effects are far more diverse than simple damage and can be used for various effects that include Stunning (e.g., Fear), Healing, and Defence (e.g., MRM boost). At this point, I could bring it a suite of differences between how statuses and damage work (save rolls, potency etc.) but I'll avoid doing so since we would rapidly drift in a somewhat redundant direction. I think others recognise this clear difference too, hence the opposition. Logically, one could argue that other items could simply start paying a greater proportion of their damage for statuses. That's a bandaid though; the staff would be changing future items of those builds to account for a discrepancy taking place at the stat level (neither is it retroactive).

    Also, you misinterpreted that excerpt from my post-that was in reference to parts of style bonuses explicitly dedicated to effects that aren't related to output boosting. Like how END can break the player out of stuns.


    < Message edited by CH4OT1C! -- 12/29/2024 4:56:01 >
  • AQ  Post #: 32
    12/29/2024 5:22:22   
    LUPUL LUNATIC
    Member
     

    CHA style bonus should not apply to Guest status and Guest baseline power should be considered 45% Melee.
    STR style bonus gives +10% weapon damage but Warriors are still considered to do 100% Melee per turn.

    quote:

    Ianthe once mentioned when making wallbreaker that the effect should probably affect statuses that scale, but it felt like deadlines were looming so it wasn't going to happen. I still think this makes sense and likely needs to happen.


    The ChronoPhoenix spell would have been a perfect candidate for Wallbreaker to further modify its Fire resist requirements but it did not, so for consistency nothing should modify statuses in terms of Style bonuses.

    We should not bring math in order to tweak/compensate FS mechanic because of its inability to boost status Guests, you people voted for this mechanic when CHA was up for a revamp,i was on the other side voting for just a simple increase in Guest output by 10% Melee but people voted for Ferocious Strikes mechanic instead .... why? Because some people hoped for future item support that made the mechanic reliable ..... no. Personally i think we should live with its consequences unless devs specifically state a new "revamp" is up for feedback on this matter.

    Neither i do think Guest "other" damage is going to feel good, imagine its Backhand,imagine that Backhand could have been just +5% more weapon damage for Warriors, but it isnt, it is instead "other" damage boost and to make it even worse, its on a 20% proc too so its basically Warrior version of "Guest" Backhand. Do i want or do you want Guest Backhand too? It would feel bad for me knowing that said Backhand coulda been an actual nice thing instead but its just a compensation for FS not affecting status Guests.
    AQ  Post #: 33
    12/29/2024 12:19:21   
    Sapphire
    Member

    Gibby and Lupul both highlighted two different, yet meaningful and important points that I have been attempting to make. And I am in agreement with their logical points here. And I still say we keep trying to compare mainstats with a secondary and IMO, the entire premise falls apart from the start simply based on that alone. If we're actually trying to go for consistency, it might behoove people to stop claiming CHA isn't a mainstat to support argument X, but then in another topic like this attempt to compare CHA to a main stat.

    Also, every single time staff have implemented an "other" type attack on anything, it's been pretty much thought of as terrible. I still say backhand should be boostable, get weapon statuses, and actually make it worthy of implementation. Again, fix the other stuff.
    Post #: 34
    12/29/2024 20:32:44   
    Telcontar Arvedui I
    Member

    @Sapphire you do realise that @Lupul Lunatic is saying
    quote:

    CHA style bonus should not apply to Guest status and Guest baseline power should be considered 45% Melee.
    plus
    quote:

    We should not bring math in order to tweak/compensate FS mechanic because of its inability to boost status Guests

    Essentially supporting turning FS into an extra direct-damage hit, right? Granted I disagree with his premise of "type guest" hit instead of "type other" hit, but his stance runs completely contrary to the one in your post #9.
    AQ  Post #: 35
    12/30/2024 16:54:03   
    Sapphire
    Member

    I read it as him saying not to touch it due to players essentially voting on the mechanic's features during the stat revamp.
    Post #: 36
    Page:   <<   < prev  1 [2]
    All Forums >> [Artix Entertainment Games] >> [AdventureQuest] >> AdventureQuest General Discussion >> Game Balance Issues >> RE: CHA's Style Bonus and Statuses
    Page 2 of 2<12
    Jump to:






    Icon Legend
    New Messages No New Messages
    Hot Topic w/ New Messages Hot Topic w/o New Messages
    Locked w/ New Messages Locked w/o New Messages
     Post New Thread
     Reply to Message
     Post New Poll
     Submit Vote
     Delete My Own Post
     Delete My Own Thread
     Rate Posts




    Forum Content Copyright © 2018 Artix Entertainment, LLC.

    "AdventureQuest", "DragonFable", "MechQuest", "EpicDuel", "BattleOn.com", "AdventureQuest Worlds", "Artix Entertainment"
    and all game character names are either trademarks or registered trademarks of Artix Entertainment, LLC. All rights are reserved.
    PRIVACY POLICY


    Forum Software © ASPPlayground.NET Advanced Edition