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Reasonable Luck

 
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4/20/2013 19:28:42   
Stabilis
Member

This change only applies to recurring luck battle mechanics, which means: critical strike, deflection, and block.

Battle Mechanics Wiki Reference

This suggestion is for you if you do not support unfair lucky events. When it is unfair, it implies that the lucky event occurred for the incorrect player. As an example, a player with 1 trillion Dexterity battles a player with 0 Dexterity. And in this battle, 1 lucky event occurs. A block. But guess who blocks who? The player with 0 Dexterity blocks the player with 1000000000000 Dexterity. That is unfair luck. This is not a medium to rant about luck, it is simply illogical for the player with 1 trillion less Dexterity to be the 1 who blocks when it is a majority advantage for the other player. Do you not agree that although we should have luck (because luck is randomness [otherwise it is linear]), luck should be reasonable? Then let us fix it.

The new calculation is a simple edit that should result in less unfair moments in battle for us the players.

Zero percent chance to happen for a stat's RNG... for disadvantaged players. Because if they still have a chance, then you do not really have a full advantage, do you? You only ask that you are the head of blocking for example yet everyone can always (and occasionally will) block you as you would yourself! Well that is not needed.

So if you have a statistical disadvantage, you will not be able to generate the lucky events that the stat gives. If you have less Support than your opponent, you will not be able to critically strike. Is that tolerable? It should be, everyone after all has the same limits, no one can have more possible stats than someone else thanks to the varium-to-credit balance.

Currently that is the only topic of this thread, 0% chance to procure (proc) a lucky event from a stat if your stat in contrast to your opponent's stat is lower. No one gains any luck with this suggestion, it all stays the same. But luck is removed from players when it is unreasonable to even generate.

Discuss the topic, ask questions, make suggestions to improve this. Thanks.

< Message edited by Depressed Void -- 4/21/2013 22:08:03 >
AQ Epic  Post #: 1
4/20/2013 20:12:40   
Mother1
Member

I have 2 questions. Would this work with total stats alone, or would it work with buffs, debuffs and other items that raise/lower stats? Cause if it works with buffs and debuffs then the advantage of having blocks, crits, and stuns would shift depending on class, build etc.

My second question is say if I have the same amount of a stat as my opponent (Dex for example) would neither of us be able to block or would we both be able to block each other? Since neither of us would be at a stat disadvantage how would this work?
Epic  Post #: 2
4/20/2013 20:33:19   
Stabilis
Member

quote:

Would this work with total stats alone, or would it work with buffs, debuffs and other items that raise/lower stats? Cause if it works with buffs and debuffs then the advantage of having blocks, crits, and stuns would shift depending on class, build etc.


Skills would have to be able to change % chances of happening, otherwise they are not considered real or complete stat points even if they are only temporary. Then again this already happens today with our current buffer skills like Technician. Technician will improve the player's deflection chance when used in a battle. Unless you suggest that % chances do not change, then that would be a different system.

quote:

My second question is say if I have the same amount of a stat as my opponent (Dex for example) would neither of us be able to block or would we both be able to block each other? Since neither of us would be at a stat disadvantage how would this work?


Because the % chance of happening only drops to 0% when a disadvantage is reached, both players will be at their minimums. 2% for deflections, 1% for critical strikes, and 2% for blocks.

EDIT: And as the advantage/disadvantage grows, those minimums will grow (up to their max limits).

EDIT2: Never mind that unnecessary EDIT.

< Message edited by Depressed Void -- 4/20/2013 20:42:20 >
AQ Epic  Post #: 3
4/21/2013 7:02:13   
Dage the Devil
Member

Supported.
Post #: 4
4/21/2013 21:49:49   
odsey
Member

After I read your idea I have a question: Say I have more dex than my enemy but my enemy dex is not zero. Could he still block because he has a lower dex?
AQ DF AQW Epic  Post #: 5
4/21/2013 21:54:01   
Stabilis
Member

quote:

Say I have more dex than my enemy but my enemy dex is not zero. Could he still block because he has a lower dex?


Maybe I... worded myself improperly, but "reasonable luck" suggests that if you have even 1 more stat point than the opponent, they will not be able to get lucky for that specific stat. If they have less Dexterity (any number): they cannot block. If they have less Technology: they cannot deflect. If they have less Support: they cannot critically strike.
AQ Epic  Post #: 6
4/21/2013 21:55:30   
odsey
Member

So basicly, any stat that is lower than you/your opponent will make you disable the lucky effect?
AQ DF AQW Epic  Post #: 7
4/21/2013 21:59:08   
Stabilis
Member

Yes. The logic is working with an equilibrium, where everything the player has is a total that equals 1. You can put 50% of all of your stat points into Dexterity and 50% into Technology, and nearly no one you fight will be able to block or deflect you, but you sacrifice health, energy, damage, everything Support has just for those 2 perks.

So even if you excel in 1, 2, 3 areas, it hurts your character still to abuse them.

EDIT: In other words, it cannot be abused without consequence.

EDIT2: An even better way to say it, you cannot always trump someone in a game of stats, since they might be trying to do what you planned on doing with your stats (like trying to be the ultimate blocker).

< Message edited by Depressed Void -- 4/21/2013 22:03:26 >
AQ Epic  Post #: 8
4/21/2013 22:08:43   
odsey
Member

@Depressed Void Your idea is really interesting, but for now I am neutral until I see what will happen if your idea is in the game. But there is one more problem: SA/Shadow arts increase your block and stun chance by 10%. But what will happen if you have lower dex/support than your enemy? Wouldn't that makes the skill useless?
AQ DF AQW Epic  Post #: 9
4/21/2013 22:12:19   
Stabilis
Member

^

Good news and bad news. The good news is that Shadow Arts will still add 10% to your block chance, and because the skill is luck itself, it can be adjusted without complaints into a luck-based environment. The bad news is that Shadow Arts will not give the extra 10% if the opponent has more Dexterity.

So in a sense, Shadow Arts will give you luck like it does: if you get lucky with an opponent who has less Dexterity than you!

EDIT: Never mind.

< Message edited by Depressed Void -- 4/21/2013 22:15:37 >
AQ Epic  Post #: 10
4/21/2013 22:19:17   
odsey
Member

@Depressed Void Then i guess I could like your idea. Lets see the cons and pros in your ideas:
Pros:
Will not make the game luck based since it will be based on your opponent stats.
Will make people less complain about luck
Shadow Arts is nerfed in a indirect way since so many people complain about it.

Cons: This will removed your opponent/your chance to do one of the following abilities(block and deflection) if you/ your opponent have less stats in one of the stats.
Shadow arts is also nerfed(this is a both negative and positive)
Will make cores/ luck based skill active if you/your opponent has more stats to do the action(block and deflection )

So I change my mind. This suggestion has more positive than negative,which is really good. I guess I could support.-Odsey
Edit: Thats good news!More reason to support your suggestion.

< Message edited by odsey -- 4/21/2013 22:30:51 >
AQ DF AQW Epic  Post #: 11
4/21/2013 22:27:30   
Stabilis
Member

^

Although, no stuns will be involved in this suggestion. Because of the 4 skills that are designed to stun rather than damage, and Support would be affected twice as much (critical AND stun!), reasonable luck only applies to critical strike. So at the very least, Stun Grenade Plasma Grenade Maul and Overload keep their base chance to stun, otherwise they would be very weak and cost too much energy for that weakness.

EDIT: Glad that you prefer this suggestion.
AQ Epic  Post #: 12
4/21/2013 22:55:30   
Mother1
Member

@ depressed

I have to ask wouldn't this just push people towards focus builds more then the others since with focus you have a better chance of taking your opponent's block's deflection, and crits away then other builds such that don't spread out their stats?

Epic  Post #: 13
4/22/2013 1:41:09   
Stabilis
Member

^

Well, it scrapes down to the build-out/preference. If I preferred to use Assimilation, I would use Dexterity more than the others. If I preferred guns I would use Technology more. Focus is nice in some cases, it is "decent" but still inferior to those who master (abuse) a certain stat.
AQ Epic  Post #: 14
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