Telcontar Arvedui I
Member
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I will attempt to address feedback to my proposal (again, singular, not plural) in #22. EDIT @ 25th July: Updated proposal in post #22, check it out again if you've only read the earlier version! * * * @Chaotic * * * How much should players be allowed to pay for a single item's LS mechanic? I'll admit this is the biggest point of contention with my proposal. As of right now, the sole cause to that question is Granddad's Greatsword and its clone, Lazgorath the World Ender. They provide a 300% Melee boost to damage when a LS occurs, so naturally they'll need to pay for that much. However, paying it all at once is conflicting with the conventional cost-cap-per-turn that items adhere to. Therefore, I'm willing to concede a bit of ground, and request for Granddad's ilk to pay a small margin of the cost per-turn instead of paying it all on-LS. This should allow them to retain their 3x LS damage modifier effect, but still be expensive enough to be unable to activate all the time under a proper resource economy. Example numbers will be edited into post #22. Sidenote: it's also worth keeping in mind that, it might be possible for the devs to code something that divides the cost by armour / weapon-proc hitcount, making it much more palatable, especially if the player has non-guaranteed LS (aka <100% LS chances). For example, using Granddad with a 2-hitcount armour means you're only paying 150 %Melee if you LS on one and not both of the hits. What happens if they can't pay the cost when a LS occurs? Simple! I've mentioned this in post #22 - the LS damage modifier doesn't activate if you can't afford pay the cost. This might, in practice, turn LS-damage-modifiers into a spell-like cost mechanic - if you can't pay, you can't cast the effect. Combine the two answers above, and you might see what I'm trying to achieve - 2 distinct niches of LS-damage-boosting playstyles. One uses equipment that offer smaller LS-damage-boosts (1.5x LS damage weapons such as Monolith Mace and Unfortunate Umbrella), combined with longer-termed (2-4 turns) LS-chance-boosts, for a more consistent and sustained LS output by allowing natural resource (namely SP) regeneration to offset the per-turn costs, at the expense of lowered ceiling. The other goes all-in after accumulating enough resources for a big expenditure that results in a LS damage output that completely blows the roof off, brings the house down, etc. etc, at the cost of being nigh impossible to casually repeat that outcome over consecutive turns, again under a reasonable resource economy. Yes, I am fully aware that I pass the ball into the "resource eco GBI" court, meaning the whole LS issue would take longer to fully resolve - but I am willing to endure such a long-pain scenario. Again, I have faith that the devs will do take the correct measures when the resource eco revamp fully comes around, and thus allowing the first of the two aforementioned niches to really step out of the second's shadow. Until then, enjoyers of the second niche (the current LS-Hypercrit-nuke setup) can either learn to wean off of it, or suffer worse withdrawal symptoms when the full resolution comes around :evil_smiles: * * * @Sapphire * * * I've answered Chaotic w.r.t. my intentions behind proposing a "big on-LS payment to activate" cost mechanic. Now, if we're worried about the difficulty of implementing the cost-calculation code when it comes to stacking LS-damage-modifiers, then I am willing to concede by turning all LS-damage-modifiers additive, which fixes the cost of all such modifiers. * * * @dizzle * * * I see your use of warcaster staves as examples, and I raise the Heroic Titan's misc and shield as counter-examples of items that pay costs only when the trigger conditions are met, not every turn. Therefore there is precedent, and I honestly do not think this counts as "cherry-picking by ignoring how assumptions work in some aspects of the game". If you still think I missed the point, we can debate further?
< Message edited by Telcontar Arvedui I -- 7/24/2024 14:49:50 >
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