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GBI about Stat Caps which are very related to Stat Reworks

 
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8/15/2022 9:13:01   
LUPUL LUNATIC
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So, i have a legitimate concern about the Stat Caps. When they were raised to 250 we were promised that we are going to get a small power because of it because we are spending 50 more stats into them. Increased stat caps to 250 was an unexpected change from 200.

My concerns started with the Mana changes, you now no longer needed 200 INT to reach max MP but 250. More Mana would have broken the model obviously, however my concern here is that after the stat cap was raised, Mana formula suddenly started to use Expected values for MP. This means that if we choose to not train 50 more points into it no longer that we do not get a power boost but also we are effectively losing power at the same time.

Then, it continued with using Expected values on items that scale with your Stats for an effect. This meant that Boosters were going to need 250 points for the same boost, however this does not affect only them, there are several items/effects that are scaling with your Stats and use Expected values such as New Year's Spell, Groundhod/Kitsune, Pig Drake/Bun-Banneret,Fae Touched Regalia,Spotter Drake. It is not a short list and it has an impact on the power boost that was promised.

Then the Stat Rework came and did some changes too. The DEX rework changed how Dodge worked, but when doing so, LUK was changed from LUK/40 to LUK/50. This meant that Expected Assumptions changed again for Dodging and that we lost a small power boost again on Dodge aspect and also meant that 200 LUK lost power at the same time.

I am highly concerned about the Stat Rework and using the Expected values when calculating the Power of effects. I am concerned about the Accuracy using the Expected values of 250 and have a drop of power while investing 50 more stat points for the same effects.

In short, i am concerned about the entire Expected Assumptions being put on all things resulting that we were going to be better off with just 200 Stat Caps.

What are your opinions?
AQ  Post #: 1
8/15/2022 19:24:55   
Legendary Ash
Member

Taken from Cray
quote:

Unfortunately, it's not as simple as rolling it back in the middle of working on another release and successive changes. We also can't arbitrarily avoid fixing errors when they add power, or we'd be stuck with errors that take power away

The quote is a reply to previous BtH changes and Stat revamp, Devs implement successive changes for a reason with no intent to go back unless there is an imbalance caused by bug or miscalculation.
The most noticeable complaints was having a lower fourth stat during the 200 Stat cap, the player was assumed to use a Pure build comprised of Mainstat/Dex/Luck in balance assumptions, when the cap was increased, it was never the intent to introduce power creep as allowing this would cause deviations from balance assumptions, correctly addressing this issue at the same time creates punitive incentives to the player to redistribute the fourth stat to the other three, achieving both goals.

The power creep of Stat damage remains unaddressed after the 250 Stat cap, the composition of damage at the 200 Stat cap was base weapon BR 50% + Mainstat 38.5% + Luk 11.5% = 100% melee, at 250 Stat cap 50%+ 48.125% + 14.375% = 112.5% melee, dividing the components by the new sum to have the overall composition be out of 100% melee, it is 44.444% + 42.777%, + 12.777%.

The Devs recognized the power creep, increased the damage of offensive statuses such as Bleed/Burn/Control/Poison/Prismatic Burn/Spiritual Seed and the value of percentile status conditions, on November 2019 Call Gourdon Ramshead was the first to receive a modifier, highlighted in a complementary GBI, Adjusting status conditions to new melee values at 250, both 250 and 300 Stat cap standards were released shortly after another, analyzed and documented in the A Contriver's Nonpareil.
In 2021, starting with Baby Eternal Dragon of Time's Paralysis mode, percentile statuses reverted to 200 Stat cap after choosing to use overall composition instead of New/Old modifier.
As of 2021 to 2022, both immobilize and reduce defenses statuses such as Freeze/Thermal Shock Frostwyrm Shaman Totem and Tough Love Hammer/Scythe/Wand assume the Enemy's standard distribution of 275 Mainstat 225 Luck.

Mana scaling to Expected stat is simply multiplicative growth on a significant 25% melee, not only does performance scale to Equipment, Stat damage, Stat BtH, but to a Mainstat's damage distribution scheme and designs that differentiate it from others, the Stat update to Str and Dex sought to apply this concept to areas that was previously lacking, albeit a less impactful 5% bonus damage and blocking.

Expected Stat is a player progression guideline to optimal performance, it by no means forces compliance by making the game unplayable if one chooses unoptimized stat distributions, scaling to Expected Stat has been in use by the Status condition system in Player versus Enemy saves that perform on a similar basis to Expected Stat, in fact Virtual stat found in some equipment saves use Expected Stat, the majority of equipment with Expected Stat scaling pure statuses are quite lenient by utilizing only one stat that deviates from standard equipment having three components: base, Mainstat and Luk, only a few select statuses split the Stat scaling portion between two Stats equally, which does not reflect the ratios dictated by Stat damage formulas.
AQ  Post #: 2
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