CH4OT1C!
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@Grace Xisthrith quote:
I pretty much feel the same that accuracy should be assumed. Accuracy is treated a little oddly, but consider it this way: In the Player Turn model, Melee attacks are treated as being worth 100% Melee while having a 15% chance to miss. Magic weapon attacks are valued at 75% Melee, Spells at 200% Melee. It doesn't matter whether you have the appropriate invested stats, they're still valued the same. With that being so, I think you need a way to justify why Guests should function differently from these other item types. Following the logic of @CarrionSpike and I, Guests are a type of CHA skill, and skills also follow this structure (valued at 200% Melee). However, even if you were to entirely reject the balance model as @Sapphire does on this topic, with the preferred outcome being to make CHA a pseudo-mainstat (though, as they point out, this is unrealistic), you still need to justify why Guests should be treated differently than the Melee/Magic weapons etc. items tied to the mainstats. As for: quote:
That being said, if that's the case, a player using a mechanic that skips guest turn to provide extra value would not be motivated to actually train CHA. This isn't even a problem if Guests are supposed to be CHA-exclusive to begin with. This is part of why I brought up my prior GBI. You're right, we didn't get to explore this topic in sufficient detail because a number of my threads were locked and momentum was lost. However, the questions I raised are still relevant to this discussion, and they need to be properly answered. quote:
I'm not sure I fully understand your logic, but basically -guests profit power because staff decided it was so, so they don't have a real turn value the way other effects do.- My bad if I got that wrong. I don't really agree personally, but either way, that assumption isn't helpful to my goal of figuring out how to value skipping or gaining extra or limiting guest turns / output, so I'm going to selfishly ignore it. You're right, I believe the additional 15% Melee power attached to Guests exists because the staff decided to make Guests overpowered because they could, and that they don't have a real turn value. Guests have an item power value (45% Melee), but they don't provide inherent turn value because they aren't an explicit part of the player turn model. In the 100% [Player] + 20% [Pet] + 20% [SP], there is no 'Guest' variable. Guests either fall under the 'SP' or 'Player' components, depending on whether it costs SP or MP to use (For those that aren't following, see this post), and this is why I consider them CHA-exclusive spells/skills. Providing Guests an inherent turn value would require rearranging the Player Turn model to include one. This would also require making numerous decisions about how Guests function: If Guests provide inherent value, then players are now assumed to explicitly use them, rather than potentially having them instead of skills etc. You now need to provide Guests with sufficient stats to output the selected turn value without needing CHA, which will probably require reworking most Guests in the game. Questions are raised around whether Guests are CHA-exclusive. To be clear, Guests could still be CHA-exclusive, but you'd inevitably need to address this question when making such changes At the moment, the additional %Melee power boost to the player is dependent on whether they have CHA or not. 15% Melee at full CHA investment, considerably less than this without. This would need to become fixed. Guests are not like armour leans, and they have their own problems (explained in the linked post). To reiterate, you're right that the discussion around my previous GBI never resolved how Guests should function. However, I don't think you can reasonably resolve your GBI without deciding where Guests stand. The answer affects pretty much everything you're trying to discuss. It's not about dragging the conversation offtopic, deciding how Guests should be treated is a necessary prerequisite. However, since you are insistent on the 'laser focused' nature of your GBI, I can provide one answer around Guest celerity. It's very similar to @CarrionSpike's: quote:
This is a tricky one. Celerity causes all sorts of problems and honestly a lot of headaches could be avoided if Guest Celerity simply didn't exist. However, given that it does, it's easier to treat Guest Celerity is +100% damage/effectiveness, so 45% melee. As for skipping a Guest's turn, that's just worth 45% melee. Guests have no turn value, and when you apply Guest celerity, you pay the resource cost twice. By that logic, Guest celerity should have no value, given it's all bought and paid for. It would be far easier if Guest celerity didn't exist at all. However, in keeping with previous celerity effects, it should cost nothing. When you apply Player Celerity, it costs approximately 100% Melee, not 200% even if you choose to use a skill. It would make Guests relatively underpowered to start charging them resources for power they already pay for.
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