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Inconsistent Valuing of Paralyze, Fear, Daze, Choke, etc

 
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All Forums >> [Artix Entertainment Games] >> [AdventureQuest] >> AdventureQuest General Discussion >> Game Balance Issues >> Inconsistent Valuing of Paralyze, Fear, Daze, Choke, etc
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2/15/2022 22:14:57   
RobynJoanne
Member
 

With the release of the recent batch of GGB Crossover items, it has become apparent that there is an inconsistency in the way stun effects and damage reduction effects are valued. The main source of this inconsistency is an additional /0.85 on certain items for their effects.

Certain pets (Moglotron and Ice Cream Golem (Daze); Creature 72(Fear); Fruitcakezard, Keyote, Pikazard, and Fairy Godfather (Paralyze)) all use the following formula:
22%/0.5/0.85/1.4=36.97~37%

22% since we're paying half pet damage and MC, so it's 40%x0.55=22%
/0.5 since it's a neutral roll
/0.85 since monsters have 85% hit rate, so a stun is only useful 85% of the time
/1.4 since monsters' turns are worth 140% Melee
(Note: Snurdle uses this formula as well, but its MC goes to compression and not the effect: 20%/0.5/0.85/1.4=33.6%)

Other pets (Undead Hydra (Daze); Stunning Diamond Dog and Baby Egg (Paralyze)) all divide that by a further 0.85 due to your pet's own hit rate since you still need to hit to inflict the stun.
37%/0.85=43.5%
(Note that I have only listed the pets with these effects that I can remember. There are probably other pets that use either formula.)

According to Imry here, a 100% stun should be worth 140%*0.85=119% Melee after accounting for hit rate. If that is the case, then the items that divide by 0.85 twice are overpowered.

Furthermore, since a -100% damage Choke is essentially equivalent to a 100% stun, Choke should follow the same standards.
Linus uses the same formula as Moglotron, presumably because they were made at the same time.
Baby Eternal Dragon of Time gets -43.5% damage Choke. The interesting thing about Baby Eternal Dragon of Time is that it uses both formulas at once, worsening the problem of the inconsistency. It gets 37% for Paralyze and 43.5% for the Choke when presumably, they should be worth the same thing.

Finally, I'd like to note that this all can be treated as an addendum to what Lvl1000 brought up in his Various Balance Issues post.
Undead Reindeer Stampede uses the following formula for its Fear calculation:
100%/0.5/.85/1.4/4=42% for 4 turns
Necromancer's Fear uses the same formula but with an additional /0.85:
42%/0.85=49.4~50% for 4 turns
As can be seen by the similar calculation, these recent Fear spells are only further examples of this inconsistency.
Post #: 1
2/16/2022 14:35:14   
Legendary Ash
Member

The A Contriver's Nonpareil provides details of Stat cap increases and future plans being responsible for the calculated modifier changes in Balance standards regarding how melee% is valued for percentile status conditions.

Frost Effigy assumes a 224 Stat Cap and Call Gourdon Ramshead was the first item to assume a 300 Stat cap, that is the same standard for the 22% melee = 43.5% for a +0 save.

Recently the newly released items have reverted to the 200 Stat cap standard, the reasoning behind this may be because they realized that the basis for the prior standards, which assumes New Stat cap melee% over the expected 140% melee per turn of the 200 Stat cap is flawed logic since the expected damage should also adjust to the new standard, thus remove the justification for any modifier.
AQ  Post #: 2
2/16/2022 21:48:08   
Kilvakar
Member

I wish they would just go back to the 200 cap. Making it 250 to get rid of that "useless" 3rd stat at 100 was just dumb and killed off a lot of build variety.

The real stat issue is that DEX is the most important and powerful stat. It affects your hit rate, block rate, and dodge rate, in addition to affecting damage for ranged weapons. I know there's some plans to change it in the future, but so far there's been no elaboration on what those plans are.
AQ  Post #: 3
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