Lorekeeper
And Pun-isher
|
As cited in the newsletter, quote:
LS damage bonuses have a flat cost based on the lowest chance even at Hypercrit's easily-achieved 100% rate, and are worth more than putting the same resources into raw damage. We're beginning a comprehensive revamping of these mechanics and their interactions to find a good balance between fun, and other options still being worthwhile by comparison. To address this situation, the following changes to Lucky Strike mechanics are currently being developed by Ianthe: quote:
Damage boosts to Lucky Strikes will now be additive. Damage boosts are being clawed back from +50% damage to +33.3% Anything that modifies Lucky Strike rate will now proportionately affect Lucky Strike damage. If you have x1.5 LS rate then you'll do /1.5 LS damage. These'll stack additively -- throwing on another x1.5 rate will make it x2 rate and /2 damage. Items with "MC: x1.5 LS rate" will now be, -[summary] +3.33% Lucky Strike rate -[detailed] +33.3% Lucky Strike damage plus a free effect of +3.33% Lucky Strike rate; assuming nothing else the MC damage boost and damage modifier from adjusting the rate will cancel out and you'll just get +3.33% Lucky Strike rate [uncertain] Because of this I'm gonna keep rate modifiers to +3.33% increments. Hypercritical now just boosts LS damage and applies a single "+3.33% rate" modifier. It must be stressed that these changes are based on the dynamic of Lucky Strikes as a whole and the design space for items in this niche, including the viability of developing on-crit effects without excessive complexity and conflicting costs. They are not targeting individual items; items will be redesigned according to the new dynamic rather than the other way around. As this is a a work in progress, there may be changes based on workload and feasibility. While individual items may be relevant feedback material, please keep feedback focused on the tentative Lucky Strike dynamic.
|