Legendary Ash
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A Mage's damage distribution scheme exchanges -25% melee for 25% melee of mana as a resource each turn for 20 turns, its identical to the 25% melee Sp per turn, both resources total 500% melee. Standard skill/spell of 200% melee are assumed, the total damage at the end of 20 turns is 2500% melee. Mage uses 75% melee Magic weapons for 12 turns = 900% melee, Weapon +125% melee Sp skills and Mp spells for 4 turns each = 800% melee each, they get the 4/3 boost 60% of the time and /2 boost 40% of the time. Warrior uses 100% melee Melee weapons for 15 turns = 1500% melee, Weapon +100% melee Sp skills for 5 turns each = 1000% melee, they get a normal boost 75% of the time and /2 boost 25% of the time. Damage boost modifiers were implemented to ensure that the effectiveness of the boost itself with a weapon/skill/spell attack is valued at 100% melee after taking into account increased or decreased base damage, different BRS% in the occurrence of normal to 4/3 to /2 boost do not produce imbalance in standard skill/spell scenarios since the modifier's design is compatible with the majority of the equipment mechanics, with the exception of interactions with offensive status conditions and being additive or multiplicative depending on whether two sources use the same status to stack or are on different statuses namely Elemental Empowerment, Element Vulnerable or is a hardcoded boost on misc/booster pet/guest that needs to be equipped on the attack to apply the boost and flavor effects like Hpcost, Damage leans, BtH leans, -MRM for +damage, -BtH for +damage. The current multiplicative design of damage boost modifiers is limited to being only accurate to the assumed standard skill/spell BRS% to resource cost, to be inclusive of other BRS% ratios namely efficient and overcharged, each ratio would need to be individually added, programmed to check and use the appropriate modifier, since an infinite amount of BRS% values exist through been boosted by charging mechanics, delayed turn compensation, flavor effects, a very ambitious global scaling BRS% checking system if implemented could solve this issue, however a cost-benefit analysis may deem it to not be worth it since it would only account for base BRS%, damage penalties/boosts on the skill/spell BRS% may not be accounted for, the programming of current equipment determines the required depth of such a proposed system to be functional for all situations.
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