Stabilis
Member
|
I believe that 1 way for EpicDuel to control massive stats is to go right the base of the problem and treat it there; not just temporary but forever if possible. I am to suggest that a massive number of stat points in just 1 type of stat should be penalized. After all, spammed, abused, exploited stats are imbalanced therefore bad to not just the victims but to the partaker as well. I schemed multiple penalties as to how the suggestions work, so I will name multiple: Before the main suggestions, what would be sensible penalties for each stat type? For Strength, since damage is it's essence, would it's weakness be accuracy? For Dexterity, since it's essence is avoiding or reducing damage, would it's weakness be critical damage? For Technology, since it's essence is reducing and improving secondary aid (weapons), would it's weakness be critical damage or rage? For Support, since it's essence is damage and third-party aid, would it's weakness be defense? - Instantaneous Penalties
The layout of instantaneous penalties is quite simple really. There is only 1 penalty, at only 1 threshold. When are stats abused I do not know, but for a simulation let us imagine that exceeding n points of 1 stat type (including modifiers, enhancements, and base stats) is the threshold. - At n Strength, reduce user weapon accuracy by x%.
- At n Dexterity, reduce user critical strike rate (which in turn increases the critical strike rate of opponents) by x%.
- At n Technology, reduce user rage rate by x%.
- At n Support, reduce user defences by x%.
Example... Player A @ 125 Strength Threshold = 100 Penalty = User weapon accuracy - 25% - Intensive Penalties
Intensive penalties add up over time, or in the case of stats, growing numbers of stat points. There are multiple magnitudes of 1 penalty, at multiple thresholds. Like instantaneous penalties, intensive penalty thresholds count modifiers, enhancements, and base stat points. - At q Strength... reduce user weapon accuracy by x%, at q + r Strength... reduce user weapon accuracy by x + y%, at q + r + s Strength... reduce user weapon accuracy by x + y + z%, etc...
- At q Dexterity... reduce user critical strike rate by x%, at q + r Dexterity... reduce user critical strike rate by x + y%, at q + r + s Dexterity... reduce user critical strike rate by x + y + z%, etc...
- At q Technology... reduce user rage rate by x%, at q + r Technology... reduce user rage rate by x + y%, at q + r + s Technology... reduce user rage rate by x + y + z%, etc...
- At q Support... reduce user defences by x%, at q + r Support... reduce user defences by x + y%, at q + r + s Support... reduce user defences rate by x + y + z%, etc...
Example... Player A @ 125 Strength Threshold = 100 + 5 + 5 + 5 + 5 + 5 (125) Penalty = User weapon accuracy - 10% - 5% - 5% - 5% - 5% - 5% (= accuracy - 35%... please note that their base damage is 26-32 before weapons) That is all for now until I remember more lightbulbs, battle tracking would be greatly appreciated for specific values. Suggestion of change to Agility: Health is technically able to be considered related to Defense or Resistance. Health is an immediate form of damage absorption for all damage. Defense and Resistance are gradual forms of damage absorption for either physical or energy damage, respectively. Agility is a health penalty, and in turn reduces Defense and Resistance. This is inappropriate. To act justly in opposing a battle mechanic like health, it is strongly recommended to act in such a way that it's negative is more pronounced or something unrelated. The current Agility opposes D/R, and relatively speaking, allocating health points is counterproductive with Agility in effect since adding health points ultimately reduces the effect of health points. So it cancels out in the end and that is no good, really, mechanics like Agility become a reason to avoid health or potentially discover exploits. For example, I have successfully exploited Agility to increase my rage rate dramatically as well as improving my offence. If I only allocate Strength and Health with a Bloodlust class I take more damage (+ rage), my opponents hit less D/R (opponent - rage), I damage more and damage D/R more (+ rage and damage). Ultimately, the build abuses damage output severely and in our ED history was an imbalance (see Alpha Strength Bounty Hunters and Delta Strength Tactical Mercenaries). I hope that you all see what I mean and why Agility should be changed for it is a high priority balance issue.
< Message edited by Depressed Void -- 6/10/2012 16:57:41 >
_____________________________
|