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Does the Initiative System need a revisit/overhaul?

 
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1/2/2024 9:00:18   
Sapphire
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This may be part GBI, part suggestion. It kind of walks the line, but I understand if Mods will consider this more of a suggestion once read.

But I wanted to preface this by saying with the current donation contest, I have been taking each of my characters to fight the Shower Monster for a quick fight to log my 1 battle/day.

The Shower Monster is L35 and has 85 DEX, 85 STR, and 0 LUK.

Yet vs my L150 Backlasher with 250 INT/CHA/END, the Shower Monster routinely wins INIT. I get that a backlasher wants to lose INIT, but the level difference between myself and this monster and losing INIT is absurd in my estimation for it to be winning.

So this had me thinking about the INIT formula, the approach, and the degradation of LUK and its overall loss of prowess in phase 1 of the stat revamp.

And I personally have concluded that I think the entire approach to the INIT system in AQ needs to be rewritten completely.

First off, the level of players and monsters should matter some. Secondly, luck isn't luck if it's going to matter less than in the past. Luck is propped up by lucky strikes, and if it wasn't for that it would be the weakest stat by far. While I have ideas for luck as a whole that could both deal with LS's and prop it up simultaneously, I wanted to delve into a better approach to winning Initiative.

So here goes:

First, I think the approach should mirror status inflictions and not this dual roll.

So let's begin with the roll.

First, at base, we should have a 50/50 chance to win for the player and the monster. There should just be 1 roll. If the roll is 51-100, the player wins. If the roll is 1-49, the monster wins. If the roll is 50 with no added "potence", it rerolls.

This assumes player and monster levels are equal.

However, if there is a discrepancy in levels, this will add or subtract to the required roll to win or lose. For every 1 level difference, it adds or subtracts 1. So if you are L150 and the monster is L145, you now need 46+ to win init instead of 51+.


Now we introduce Luck and Initiative bonuses into this system.

These act like Potence just like Levels.

Luck simply will add Luck/10=25 potence for both the player and the monster. If the Player has 250 luck and the monster has 0, That 51+ needed for the player becomes 26+ if their levels are equal. This still doesn't guarantee that the player wins, because at this point it's more or less approx 75%/25% in the player's favor. If the player and monster both have 250 luck, it washes. The standard for monsters though is usually 225 luck for the monster. So 250 player luck vs 225 monster luck ends up +2.5 in the player's favor: So the player would need to roll 49+ intead of 51+. (due to rounding and rolls not using decimals)

INIT status on armors will work the exact same way. It will still provide the +50 damage boost, but here It adds +25 potence to the roll after the roll occurs just like luck. A L150 player with 250 luck + an init armor vs a L150 monster with 0 luck would essentially get +50 potence and thus can't lose.


By removing main stat and making it a 50/50 thing, introducing Level into the equation, and then making it more about your gear shouldn't hinder low levels too much, but this should make being higher level matter. And it should.



To recap:

A. At base, 50/50 in all fights with a single roll that occurs.
B. Player needs a 51+ roll to win, and 50 rolls get rerolled. (if no potence added)
C. Level difference between the monster and player add or subtract 1 per level difference to the end result in a similar vein as potence does with inflict rolls.
D. Luck/10=+25 capped Potence to the init roll
E. Initiative armor equipment adds +25 Potence to the init roll also.



This system actually is more similar to pre stat revamp changes, but it works more closer to inflictions. The system now does 2 rolls, one for player and one for monster. This is 1 roll and there's simply no longer a comparison in 2 rolls. It's just 1 roll and where it lands is who wins, then the potence modifiers are added (level, luck, init armor)

This makes huge level differences matter, makes luck matter more again but not as powerful as before the first stat revamp phase, and doesnt make lower levels struggle too much with this system
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