Home  | Login  | Register  | Help  | Play 

Mages are treated different than Warriors and Rangers

 
Logged in as: Guest
  Printable Version
All Forums >> [Artix Entertainment Games] >> [AdventureQuest] >> AdventureQuest General Discussion >> Game Balance Issues >> Mages are treated different than Warriors and Rangers
Page 1 of 212>
Forum Login
Message << Older Topic   Newer Topic >>
12/6/2024 10:07:13   
Sapphire
Member

This goes back to something I have long stated. There are many things gatekept off of Mage items compared to Warriors and Rangers. Pre-stat revamp, perhaps there was cause enough to do so. But one of the major tenants of the stat revamp was to equalize the archtypes. This was my basic foundational premise on the healing GBI, which was undone pending further eval of healing in general. I think the undoing of that really showcased how SC lean + healing was OP personally, but I understand why it was done.

But this is a topic specific to a more recent idea staff started implementing with magic weapons, and how it's being unfairly applied to them vs melee and ranged weapons.

Let's say staff releases 3 weapons (each MRM) and then all do the same effect, and let's say the element is X element and the effect scales vs that element.

Warriors and Rangers can imbue their weapons and retain the effect from the weapon, which then scales vs it's based element still. In this case, let's say the imbue is element Y. You end up with 2 outcomes.

A. The imbued element Y is the monster's weakest element and this increases the player's damage, but the effect will scale on element X and thus will be less than optimal.
B. The imbued element Y is not the monsters weakest element, and the base element of the weapon is instead. Here, the damage is less than optimal but the effect scales to be optimal.

In both cases, something is better and the other is worse than optimal outcome.

Now, one might say "why do this" if one of the two scenarios results in a less than optimal outcome? The answer to this is not all imbues are damage focused. Many imbues come with an effect, so this allows for adding on multiple effects. In addition, not all monsters have a standard stat spread. It's just that when it comes to making items, basic assumptions and standards are assumed. But the reality is gameplay doesn't follow that foundation much of the time. Besides, PCO can alter all of this anyway and forcing same-element situations is moot.


Which brings me to the new idea of Spellcaster weapons. Until warcaster, all effects are only when the player casts a spell of the same element. While some might think warcaster is a mistake, I argue that not only isn't it a mistake, it actually has a balancing qualifier in that the panic scales with it's base element. So it's the exact same situation as weapon imbues. It's optimal damage for worse effect or optimal effect for worse damage.


So why is it that warriors and rangers can use this dichotomy at will with weapons since their staple is bonks but mages get forced (mostly) into casting of the same element? It's unequal treatment and I am of the opinion that forcing it be the same element not only isn't actually a balance concern, but it further disincentivizes spellcasting in general because we will never have enough gear that does enough of the effects we prefer as individual players to ever actually loadout our characters if "same element" standard is continued to be applied . If I use ice warcaster and cast a fire spell (let's say seeing red), and I am fighting a ice monster , it's resists will most likely be fire (worst) and ice (best) so the spell will yield optimal results but the weapon's effects will not. This is why warcaster's "any spell" idea is 1000000000000% fine.

So let's stop gatekeeping more ideas on Mage items and start looking at things more fairly, especially since the stat revamp has evened the playing field way more.

< Message edited by Sapphire -- 12/6/2024 10:34:43 >
Post #: 1
12/6/2024 10:54:28   
CH4OT1C!
Member

Imbues are a known and contentious issue, and definitely shouldn't be logically extended to make further balance related decisions without being resolved or having a resolution tabled first. This especially applies to decisions concerning items already acknowledged by the staff as mistakes, such as Warcaster.

EDIT: This post perfectly demonstrates why it is important not just to have balance rules, but also remain consistent in sticking to them. Exceptions to these rules should be rare and crucially done for good reason, neither of which apply to Warcaster. Without this consistency, players will start to question them. For this reason, I strongly suggest that the Warcaster Staves be updated to be restricted to only Water/Ice spells respectively.



< Message edited by CH4OT1C! -- 12/6/2024 12:18:53 >
AQ  Post #: 2
12/6/2024 11:42:00   
Sapphire
Member

Warcaster wasn't a mistake. Not based on reasons I've already given, and certainly not if it caused players to spend money on tokens and thus GGB's to obtain it in droves.

And the issue with imbues involves how elelocked armors retain the elecomp boost when imbued, and with a few niche cases, damage-scaling effects tied to imbues. The issue in that specific regard can be explained quite well. This is something entirely different. I'd like to invite a detailed explanation attempting to describe why this different aspect is somehow an issue. Because IMO, it isn't. I'd also like to be shown where staff believe warcaster is a mistake. Thanks

< Message edited by Sapphire -- 12/6/2024 11:46:57 >
Post #: 3
12/6/2024 13:02:56   
KhalJJ
Member
 

I would strongly oppose Chaotic's suggestion, for the following reasons:
1) previous public staff communication that a change like chaotic suggested would *not happen - this is probably the most important point.
2) this would not be a "oh oops, this weapon was released incorrectly" quick fix, which is far more understandable. The weapon was designed, released, and left with this mechanic, at least on some level intentionally.
3) I'd argue that this fundamentally changes the use-case and/or reason-for-purchase of the weapon. Certainly that was my own reason for spending an UR. Such that I would argue Chaotic's suggested change would merit a UR refund/swap.

~On the specific topic Sapphire raised, I think he has a genuinely good point, but I don't feel overly strongly that a change needs to occur, maybe some reasoning for this is a kind of rough balance given mages get extra flexibility from mana + spells? I do enjoy non-elementally-restricted mage effect weapons however so I'd be happy to see more of these

I'd add that Warriors and rangers can also use their ele-locked armor skills in a similar way to imbues as described by Sapphire, still getting the weapon effect. This makes his point, whilst avoiding any issues with imbues that may or may not be relevant as raised by Chaotic.

< Message edited by KhalJJ -- 12/6/2024 13:06:36 >
Post #: 4
12/6/2024 14:11:39   
Sapphire
Member

Spells can't be imbued, so we're already not on equal footing there in the first place. I am not advocating for altering spell element here with that statement, just pointing out that the application of some of these mechanics to Mage items isn't really fair when compared to Warrior/Ranger and if rectified, wouldn't really be a balance issue as outlined.
Post #: 5
12/6/2024 15:14:13   
  Lorekeeper
And Pun-isher

 

The Warcaster situation is nothing so complex. It needs to be stressed that the AQ team is very small and has no dedicated testers, with a lot of testing and revision being done in our free time. That unfortunately makes it very easy for certain slips to happen when the workload is heavy or even a miscommunication happens.

That bugs or standards-breaking omissions can linger isn't reflective of intent. It means that we're overwhelmed to the point of having to focus on the biggest fish to fry, and trying to fix things while their code is either very recent or relevant to a week's project. Aggravating this is the reality that rescheduling-inducing emergencies have a cumulative impact on an amount of releases proportional to the workload being displaced, and not every task goes over well as something to chip away at. We've had many such situations of late, most notably the concept.

For instance, missing always-useful penalties or the Sinister Protean shield not properly stacking. In the case of this staff, the root of the issue is that my summary of the concept for its proposal left out the essential detail of an effect's element.




All of this takes us to the matter of imbues.

Following from the above, elemental imbues stand as an example of a messy grey area that we don't have time to reevaluate. A character should need gear of every element; one item of any slot being as good for all of them as a dedicated elemental item is very bad for the game's health (Any situation where X isn't needed makes X less rewarding to make AND use). Based on an old notion of non-mages not getting support in the spell slot, imbues circumvent the situation by essential having a spell slot taken up for elemental coverage instead of a weapon slot. They're a cool concept, but the fact that their foundation is now inapplicable puts us in hot water. Especially due to inconsistency in their interaction with elelocks due to generations of code and quirks in how elemental overrides stack.

To maintain consistency, which is the issue that this all boils down to, we'd have to rework them or extend their coverage to magic weapon oriented versions. The former requires time we currently lack, the latter would extend the problem and eavily increase the workload if we find the time and method for a well received solution.




In conclusion, there is no gatekeeping going on. The stat revamp was explicitly meant to fix the issue of all builds playing the same, not to reinforce it while aggravating future workloads or existing problems. We're simply in no position to do either of those things by extending an inconsistency from one area of the game to all others. That is, in fact, why the change keeping Spellcaster Lean from affecting healing spells was removed: Half measures with no plan or time for an eventual full measure generally cause more trouble down the line, with the resulting double work taking a lot of time away from content development.
Post #: 6
12/6/2024 15:36:10   
CH4OT1C!
Member

I must reemphasise that I fundamentally disagree with the base principle of this thread. At its core, it attempts to justify the incorrect application of standards (allowing Warcaster and items like it to boost all spells without 'always useful' or 'omni-elemental' penalties) based on the impacts of a mechanic that is also considered problematic (imbues). @Lorekeeper has already explained the true dilemma, as well as the practical difficulties of resolving it. However, I do also feel it's important that I provide a response to some of the reasons @KhalJJ gave when rejecting the position I hold: that of nerfing Warcaster staff.
  • This thread is based upon a rejection of a Staff position - Warcaster's omni-elemental versatility was a mistake. Part of my first post challenges a different one; that nothing will be done about Warcaster at the moment. I therefore find the 'importance' of this point to be suspect; why is it acceptable to support with @Sapphire's point but reject mine because the staff have said otherwise? Both challenge current staff positions.
  • @Lorekeeper has answered this pretty perfectly: "That bugs or standards-breaking omissions can linger isn't reflective of intent. It means that we're overwhelmed to the point of having to focus on the biggest fish to fry". The Warcaster bug lingers because it isn't the most important issue, not because it isn't one. It is also why I chose to challenge it here; a minor issue becomes more significant if misconstrued, and may lead to calls for changes that would expand the scope of the problem.
  • This definitely does not qualify as a change in use case - it would still affect spells, still be a magic weapon, and still inflict panic. The only difference would be that it doesn't affect all spells (or indeed would receive a penalty because it affects all spells). This is a typical balance tweak, not a fundamental redesign.
    Of course, there are practical limitations to what can be fixed and when. Regarding minimising labour: something as simple as adding an 'always useful' (x0.9; albeit this is incorrect) or 'omni-elemental' penalty (x0.6) to the effect would suffice.

    < Message edited by CH4OT1C! -- 12/10/2024 10:10:04 >
  • AQ  Post #: 7
    12/6/2024 17:08:37   
    Sapphire
    Member

    This isn't a debate about warcaster specifically. I know it's being attempted to turn it into one. Make a diff thread, then. We're actually up to 3 weapons that I know of including warcaster variants (counting warcasters as 1) that do this. The new festive magic weapon does this, which is one of the 3.

    It really isn't even so much about the gatekeeping idea as if there's some purposeful intent to do so, so maybe my words has made it seem that's my point. I do think, however, that spells severely lack some of the ideas that are on other items. So maybe it's just a random happenstance it's that way. I can say the last time I brought this up, some ideas have been added to some spells. (fragile, full damage eaters, a bleed spell that pays the standard 50% damage, etc) Some ideas are still just not there. But this is simply an aside to exemplify my point and not the focus of it. My actual point is that an effect that works on any spellcast on an elemental weapon isn't really some big balance issue and should exist on more items going forward, and not to remove it on things that have it now. Warriors and Rangers more or less have the ability to do the same, just in a different way via imbues.

    As a result, I would accept an always useful penalty if the idea remained to work with all spells, because it already scales with an element. Omni element penalty would be far out of bounds because IMO, omni elemental penalty should only be applied if a single item can access all 8 elements by itself, but that's a topic for another day.


    BTW, I actually appreciate that a small team means not tackling minor issues. I appreciate stuff being left alone. So that's not a complaint I have. It's a blessing, actually.

    Also, the point I'm making isn't reinforcing builds playing the same in actuality. There is nothing the same in regards to Warriors/Rangers because this is about pushing more spellcasting for Mages and allowing for more ideas and combos in doing so. I'm simply comparing it to how imbues + a weapon's bonk effect works in a similar, but not the same, vain. The only situation with warcaster is attempts to nerf it.



    Post #: 8
    12/7/2024 5:19:11   
    KhalJJ
    Member
     

    --Warcaster:
    Just to clarify LK, when you say:

    quote:

    In the case of this staff, the root of the issue is that my summary of the concept for its proposal left out the essential detail of an effect's element.


    Do you mean, "an effect *being locked or restricted to* an element"?

    Please do not misinterpret what I've said here, I'm not trying to argue that items being left unchanged for x amount of time means that is completely intentional, that was one supporting line in a multi-threaded point. To be more clear about the perceived intention, I'm working off the fact that Warcaster was specifically raised with staff, early on, and the response was "...making the effect only apply to water/ice spells seems like a step back...", which I understand as an expression of intentionally keeping it in that state.

    Maybe this was before you had cleared up your described communication issue?

    I'd highlight that there are in fact 4 such weapons I know of, one of which explicitly states in its infosubs:

    "(No x0.85 penalty bc it relies on your hits connecting; no x0.9 penalty bc it goes off your foe's resistances.)" (Glory's/Dominion's Brilliance)



    On Chaotic's response, as far as I understand it, accusing double standards: I'm not saying I agree with Sapphire's statement that "Warcaster wasn't a mistake", I'm making an argument as to why changing it now would be a net negative, so I don't really see your point.

    Further to that, I think this is a bad faith reading of Sapphire's statement - yes, he could be clearer, but I read his statement as "Warcaster wasn't a mistake *in my opinion*" ie. its release in its current state was a positive, not literally "Warcaster was not a mistake, I do not believe LK's depiction of events". I don't mean to speak for him, I'm sure he can clarify this if needs be.


    -- The wider point

    No response so far has directly addresssed my ele-lock point at all, which I introduced to try facilitate discussion outside of the stated issues with imbues.
    Post #: 9
    12/7/2024 9:41:34   
    Sapphire
    Member

    Thank you Khal. My words and intent get misrepresented constantly. I take the blame as it appears I may not be as clear as I think I am being.

    Yes, warcaster's design in my opinion isn't a mistake. The effect scaling on ice/water but still working with all elements means the effect works in suboptimal conditions in the vast majority of cases, which makes it completely fine. And I further believe if the item was well received enough to cause people to spend money on token packages in order to attempt to get UR GGB to get them, then the business side showcases it also not being a mistake on that front as well. That isn't an argument for others to misconstrue and make some hyperbolic extreme argument against it, like saying "Making an armor with a 1000% melee skill is ok because it sells".

    But there is a business side that matters, too. And I am of the opinion the business argument only bolsters the other and isn't in some vaccuum.
    Post #: 10
    12/7/2024 11:15:02   
    Grace Xisthrith
    Member
     

    I'm not that worried about the whole imbue thing, since I think imbues are a distraction and the elelocks / weapon based skills are a much more common application. Melee and ranged on attack status weapons (usually) can inflict statuses on attacks of any element by any method, magic spell weapons with status (usually) cannot. That is a difference. I'm not really worried about it, I think the on attack effects not being element locked lets players do a lot of fun stuff, removing all cross element status inflictions would definitely limit player power, which I don't think is a bad thing, but I do think it's a good mechanic overall in terms of gameplay decisions and fun to be able to use status weapons in any situation, particularly if they scale off the original element. Objectively, removing that would decrease player power, which again, isn't a bad thing necessarily given how strong the player is (although I'd target the base power of the player that lets them basic attack through a vast majority of bosses if I were gonna start limiting player power, but that's unrelated)

    I'm gonna use the thread being titled "mages are treated different than rangers and warriors" to start a related discussion. Apologies if it's against policy, but it does seem very close to the current discussion, and I'm interested to hear different people's thoughts
    Something more interesting I think is discussing magic weapons be treated different than melee and ranged weapons. If you look at the most recent Frostvale Weapons, the magic weapon pays 40% melee SP and the melee and ranged weapons pay 15% and 25% in damage. From a basic usability perspective, for most people it's much easier to stack panic with the melee and ranged weapons, because you don't have to dump a boatload of MP every time you want the status. There are of course efficient spells and low level autohit spells that complicate this, but I think those factors shouldn't be considered for basic item design most of the time (maybe efficient spells should be in a lot of situations, but it doesn't seem like they have been in the past so IDK if they'll start now). Regardless, even in those cases, the magic weapon is still much more inconvenient than the melee and ranged, doing comparable damage (or much less with the low level auto hit scenario) and paying more resources to get the same status power.

    In short what I hope to discuss is the balance between using really optimal ways to pay for statuses on mage spell boosting items, and using really standard / suboptimal ways to pay for statuses on mage spell boosting items, and figure out where staff should go, since I think this light panic magic weapon is just objectively outclassed by the basic melee and ranged weapon.

    There's a couple methods of payment that staff use to inflict statuses / pay for effects on spells, I'll list the ones I remember off hand here, in a loosely Optimal to less optimal order:
    MRM: 5x the output on however much MRM you pay, since MRM is paid every turn and its assumed one cast every five turns
    Weapon damage: 4x the output for the same reason except you don't attack on the turn you spellcast
    Paying 0 Proc Bonus: 4x the output for the same reason as weapon damage
    Spell damage: For a lot of status effects, reducing spell damage doesn't really inconvenience the player, or it's a tradeoff that's heavily worth considering. For example, if I'm casting burning question to build a burn, which already trades half its damage, I probably won't mind trading another third of its damage with Dragonhead Archon (I forget how much it pays tbh might be 42.5%) to inflict more burn.
    Indirect HP costs: MRM loss and elevuln effects on the player increase the damage taken, but often times it's by a lot less than a flat HP cost in realistic gameplay scenarios.
    Flat Resource Cost: Paying extra SP or MP for an effect, while it can be powerful, generally the player doesn't get as much benefit out of the payment compared to the other sources, in my opinion. Definitely arguable for this to be more convenient than spell damage or indirect costs, but it's my opinion.
    --other methods I forgot: I think I forgot a method of two they've used but I can't remember it now

    I don't really know what the staff should do here. If they balance solely by the turn model then there's no issue with trading weapon damage or MRM, so there's no reason they can't do that, but obviously the game isn't played by the turn model, and it doesn't take into account MP regen sources or lower than 125% melee cost spells.
    That being said, throwing a fat SP cost on every magic spellbooster that only goes even compared to melee and magic weapons doesn't feel like an effective solution, it's generally worse, and for players without somewhat optimized setups (or Lorithia forbid... adventurers!) who can't restore resources as easily as experienced players, it kinda makes it a hard item to use, particularly when compared with the melee and ranged version.

    Those are my thoughts. I think spell damage is problematic because of efficient spells, I don't know if there's a coding solution to detect efficient spell usage and increase the payment (like pay 25% of spell damage for a full cost spell but pay more % damage if a spell is cheaper) that's realistic to implement with the amount of dev time available for making items, but that would solve my problems with spell damage. I think that weapon damage and MRM should be reserved for when staff want to make a really good item or explore a new mechanic (for example if they wanted to drop a package that say, permanently reduced monster stats that mages could use, and was the first set to do something like this, they could consider making the magic weapon pay weapon damage to make the set more attractive, so that more people will use the creative and unique mechanic and they can get more feedback on how it feels before bringing it to gold items for everyone to enjoy).

    But all in all, I don't really like that the magic weapon feels worse to use than the melee and ranged weapon by a notable margin (in my opinion, and I should say I've only spent a little while playing around with it in game as a disclaimer), and this has happened with other items to lesser degrees (or to similar degrees, looking at the April Fools water weapons last year), and I'm curious where a balance staff could take on magic status weapons is where it's not wildly optimal, like paying weapon damage, but doesn't feel worse than melee ranged options.


    AQ  Post #: 11
    12/7/2024 11:35:43   
    Sapphire
    Member

    The fact that the three weapons essentially have the same panic, but the warrior/ranger get it via a bonk but the mage gets it via spells only for sure makes the Melee and Ranged ones "better", but IMO, the fact that the magic weapon works vs all spells (well, if the spell does 0 damage it wont do anything) IMO is an important factor and for that alone, IMO, it's fine. I don't think it really matters how something is paid for, as long as it's paid for. This even goes for the hyperbole of false penalties, at times. There's no need to limit how stuff is paid for. You'll just run into carbon copy issues and that makes for boring and bland item design over time in my opinion.

    I just think there will be times one MRM will just be better status power than the other and this variety IMO is perfectly OK. If the melee/ranged weapons are "better" here then it's fine, as long as this isn't the case with everything they do. (which it isn't)
    Post #: 12
    12/8/2024 0:24:50   
      Ward_Point
    Armchair Archivist


    Devs have confirmed that Warcaster’s general Panic inflict is unintended.

    Regardless, there are two ways status inflicts can go

    1) continue the existing model
    2) Tie all status to Monster Resist. Including Panic. So instead of a general 38% reduction, it would be scaled up or down by Monster resist. This would then even out the playing field between Warriors and Mages as you can get Optimla Damage via an Imbue or appropriate Spell, but if your Panic isn’t of the correct Element, it would be weaker. The sword cuts evenly both ways.

    I’m more interested in continuing the balance discussion from the perspective of the pros and cons of inflicting status, whether it is sacrificing damage or resource. Are Mages really disadvantaged?
    AQ  Post #: 13
    12/8/2024 6:32:04   
    CH4OT1C!
    Member

    It's not entirely clear as to whether Mages are disadvantaged from the perspective of resource payment/damage sacrifice. More recent Mage weapons have been used to enhance spells. This makes sense; the goal is to push Mages away from weapon-based skills (making room for Warriors/Rangers) and direct them towards the main benefit for their build. This has both advantages and disadvantages.
  • Under the turn model, Mages are assumed to only cast four Spells in 20 turns. This means they have fewer chances to inflict a status than Warriors/Rangers, who can attempt an infliction with every attack.
  • The staff have moved away from the practice of sacrificing Magic weapon damage to enhance spells. This is is a double standard. Since their effects apply to spells, the weapon damage from magic weapons is boosted up significantly. That's a problem because...
  • Efficient Spells throw a spanner in the works. Under the efficient spell model (deals 125% Melee, spend 50% Melee MP per turn), you can theoretically cast 10 of them in two battles (you can cast six of the old efficient spells). In both cases, the player is casting way more than the expected number of spells, and therefore has the opportunity to apply far stronger effects than Warrior/Rangers. Moreover, it also reduces the downside of the weapon: the cost is being paid via weapon damage, and you attack with weapons fewer times if you're casting more spells. This makes a strong case for maintaining the double standard, but it's also worth noting...
  • The distribution of efficient spells is uneven. A large number of the modern efficient spells are locked up in $35 Packages, and the ones that aren't are locked in armours (e.g., Necromancer), making them inherently more risky to use. We are having all spellcasters sacrifice access to weapon damage costs due the benefits only a portion of them realistically get to use.
  • In general, the potency of the effects applied to spell weapons is broadly similar regardless of the cost. This is good; this potency was designed to offset the fewer chances mages have to benefit from spell weapons. However, this also means it falls afoul of the issues associated with efficient spells. Additionally, many of those effects also appear to cost SP, which the staff chose to explicitly make harder for Mages to exploit prior to the stat revamp. This practice continues today.

    This is by no means an exhaustive analysis, but my point with the above is to demonstrate that the current situation is murky. Yes, a double standard does exist in some cases for Mages, but there are good reasons for why they exist. There are ongoing practices (e.g., SP policies) and restrictions (e.g., lots of efficient spells being premium) that further muddy the waters. In some cases, they can greatly benefit Mages over Warriors/Rangers, while in others do the opposite.

    < Message edited by CH4OT1C! -- 12/8/2024 6:48:17 >
  • AQ  Post #: 14
    12/8/2024 9:37:06   
    Sapphire
    Member

    quote:

    Devs have confirmed that Warcaster’s general Panic inflict is unintended.

    Regardless, there are two ways status inflicts can go

    1) continue the existing model
    2) Tie all status to Monster Resist. Including Panic. So instead of a general 38% reduction, it would be scaled up or down by Monster resist. This would then even out the playing field between Warriors and Mages as you can get Optimla Damage via an Imbue or appropriate Spell, but if your Panic isn’t of the correct Element, it would be weaker. The sword cuts evenly both ways.

    I’m more interested in continuing the balance discussion from the perspective of the pros and cons of inflicting status, whether it is sacrificing damage or resource. Are Mages really disadvantaged?


    Warcaster's panic scales with water/ice. This is why IMO it working with all spells is fine. I stated this in the OP. Casting an off element spells (not water/ice) is either yielding worse damage or worse status power. It's a balancing qualifier.
    Post #: 15
    12/9/2024 7:43:53   
    Telcontar Arvedui I
    Member

    I stand that a piece of gear that applies well to monster encounters of all 8 natural elements is not good design in the long run, since it will get compared to any and all other gear that tries to do similar things. Take the mentioned Warcaster as an example - even if a future spellbooster inflicts a (moderately) greater Panic, players still might not want it because the infliction only applies casted spells that are the element as the weapon. And releasing gear that players complain "cannot hold a candle to the old gear (in this case, Warcaster)" is bad juju all around - players won't want to adopt said piece into their aresenal, devs feel sad about a gear they spent hours on only to have no positive impact to the game. Therefore, devs either have to power-creep the future release in a very obvious way, or release an elemental clone and let players pick their needs. Design space, limited.

    Sapph mentioned in OP that there are 2 outcomes when a weapon with one element is imbued by another:
    quote:

    A. The imbued element Y is the monster's weakest element and this increases the player's damage, but the effect will scale on element X and thus will be less than optimal.
    B. The imbued element Y is not the monsters weakest element, and the base element of the weapon is instead. Here, the damage is less than optimal but the effect scales to be optimal.


    I will now point out a third outcome:
    quote:

    C. The weapon deals imbued element Y, but the effect does not happen because the weapon first has to deal damage in its original element X.

    Exhibit a: Pumpkin Spice weapons.

    So, I'm not sure whether the following stance in the OP is still held:
    quote:

    .... (unfair) that warriors and rangers can use this dichotomy at will with weapons since their staple is bonks but mages get forced (mostly) into casting of the same element.....
    But my proposed solution to that complaint, is that future releases follow the Pumpkin Spice precedence/principle. This allows simple elemental clones to hold equal importance to players, AND reins in the power granted to warriors and rangers. Whether past releases should be retconned for fairness..... is for devs to decide (the same as whether my proposal above will be adopted).
    AQ  Post #: 16
    12/9/2024 9:16:47   
    Sapphire
    Member

    I think an always useful penalty is appropriate and takes my baseline disagreement with Telcontar's stance into further disagreement.

    I am not saying all spellcaster weapons should be made to allow for all spells. I am saying the idea can and should be made sometimes.

    I do think there are times where pumpkin spice weapons treatment is needed, and I think player celerity is one of those. This is different than some random other effect that requires a monster save. Player buffs do not equal effects with monster saves, especially ones that scale with elemental resistance. Apples to oranges IMO
    Post #: 17
    12/9/2024 19:52:05   
    Telcontar Arvedui I
    Member

    Fair enough.

    I continue to stand that all statuses have a common valuation unit (%Melee) so they are not that different - the monster saves are part of the valuation themselves. Other than that, though, I can agree to occasional (or better yet, special-occasion) releases that include always-useful penalties, or even an ele-seek penalty of 35 %Melee following Fathershed Moment's precedence (though further details need to be scrutinized to ensure it isn't a false 35 %Melee penalty, of course).
    AQ  Post #: 18
    12/10/2024 4:09:03   
    CH4OT1C!
    Member

    I should stress that I only raised an 'always useful' penalty because it is incorrectly applied to a number of omni-elemental effects (which was discussed as part of a previous GBI by @Lv1000). It would be appropriate to apply the omni-elemental bonus instead. This would also enable the removal of the resistance modifier to the effect.
    AQ  Post #: 19
    12/10/2024 9:18:02   
    Sapphire
    Member

    You're right. Some penalties arn't applied consistently. However, Omni elemental penalty should only be applied if an item can access every element by itself in my opinion. UDSoTE for example.

    If an effect enhances everything , such as omni eleempower, omni elevuln, generic boosters, etc or the effect works with things that can access all elements, that's more of an always useful. While I feel as though the real fix to that is that we're missing a 3rd penalty standard, because I think it would provide clarity, warcaster does not actually *do* all elements but rather the effects triggers simply on all spells. The scaling still sits with water/ice. There's no need to remove the scaling for the sake of it.


    This is a different topic, but we need a new standard besides always useful (.9) and omni element (.6)..That sits in between at .75. The .75 penalty is for things that can access all elements but not on it's own, but with the help of something else. Some examples of this is psycho candy hearts or lovestruck plate's skill. The spell requires the weapon. But if the spell could selectively alter its element w/o the help of anything else, like UDSoTE, then it gets the .6.

    But things that always work are thus, always useful, and thus, only get .9. Warcaster always triggers, so it's always useful. So .9. Common sense.
    Post #: 20
    12/10/2024 10:03:36   
    CH4OT1C!
    Member

    An omni-elemental vulnerability is... omni-elemental. An important game assumption is that the player carries the optimal equipment for a standard fight (e.g., wield Wind weapons and defend against Earth when fighting an Earth monster). It is therefore already tacitly assumed that the player would fully exploit the benefit provided by a universal (i.e. omni-elemental) effect even if the item doesn't change elements itself.

    This isn't complicated; Warcaster is an Ice/Water modified effect that can currently activate on any attacking spell regardless of element (i.e. it's omni-elemental). There are two possible solutions that conform to current balance rules:
    1) Make Warcaster's effect only apply on Ice/Water spells.
    2) Remove the Ice/Water modifier and apply an omni-elemental penalty to the effect.

    Applying an 'always useful' penalty has been applied in previous similar situations, but I do not recommend doing this because it is both inconsistent and incorrect. It would be expanding the incorrect application of a standard, making it even more difficult to resolve later.

    NB: This also needs a /1.3 modifier.

    < Message edited by CH4OT1C! -- 12/11/2024 8:06:31 >
    AQ  Post #: 21
    12/10/2024 12:32:12   
    KhalJJ
    Member
     

    I do not think that Chaotic's above logic is correct - warcaster is not "omni-elemental" in my view, but I may be misunderstanding the omni-elemental penalty, and I'd welcome other input on this.

    The described x0.6 omni elemental penalty applies to things like UDSoE, which can be used to hit/affect against any elemental resistance/an eleres of your choosing, correct?

    So I do not really see how this would apply to something like Warcaster's effect, which *scales directly with ice/water res* - it does not matter that I can trigger it with any spell, if the monster's ice/water res is 0% I get no effect, completely unlike the above UDSoE example, where I can just change to the best element and reap the rewards. The actual panic effect itself is categorically not omni-elemental in the way that UDSoE is, and I'll always be getting a weaker panic if I choose to use it against water (or ice) mobs.

    Applying this penalty would only make sense to me if the Warcaster panic effect actually scaled *with the element of the spell you cast*.

    In which case, maybe this is a different category and there should be a different penalty for such effects? idk.

    I appreciate the linked previous GBI, clearly similar has been discussed before, will read this more and I'd be interested in any staff input on always useful/omni-elemental etc.

    From reading the linked thread it seems there are many many items that would come under this umbrella, including newly/modern updated ones such as Sovereign's Reign FSB (omni elevul), and celestial phoenix feather. It could be that these already cater for/include omni-elemental in their effect's power? But I do not see this in the infosubs for either so am unsure, and from the numbers it doesn't look to be so.


    For comparison, is warcaster's panic effect not essentially the same as Celestial Phoenix Feather's choke? ie. it applies status based on specific monster eleres (fire in this case) but will work/apply for attacks of any element (both weapon + spells, not just spells as in warcaster's case). So in the same way, it is "omni-elemental", consistent with chaotic's logic, whereas I'd argue that this is not the case, as above.

    or would we just waive that because it is a misc? at which point we are just picking and choosing arbitrarily - I'm aware miscs can be quite fast and loose with balance standards(?) but if we are trying to be logically consistent I feel it is a useful comparison.
    Post #: 22
    12/10/2024 21:07:52   
    Sapphire
    Member

    It's not omni elemental. It's always useful. It's clear
    Post #: 23
    12/11/2024 7:52:36   
    CH4OT1C!
    Member

    I both fully understand and empathise with @Sapphire's enthusiasm for accepting the least restrictive penalty very briefly raised in my second post, and his refusal to accept any of my points thereafter. Hearing that a more severe nerf is necessary is never a particularly nice thing from the perspective of a player. I can fully appreciate why they would take a more amenable route if one acceptable in terms of balance were presented. Nonetheless, they are making a mistake; one born from a fundamental misunderstanding regarding how and why the 'always useful' and 'omni-elemental' penalties are applied

    The distinction between these two penalties is best observed with Harm and Healing. Both of these elements regularly receive 'always useful' penalties. This makes them effective elements to use against the vast majority of monsters (where the 'always useful' bit comes from). However, that doesn't mean these elements are the optimal choice. Rarely is that the case. The majority of monsters have at least one resistance that exceeds 100%. It's quite rare that Harm is truly the best choice to use in battle. Since there's already been some confusion around the broader topic; yes - Healing allows the player to last longer, and therefore deal more optimal element damage, but that's only because they're spending resources (turn damage/MP/SP/etc.) on an 'attack' (Healing is technically just an attack that targets the player) that isn't optimal.

    By contrast, the 'omni-elemental' penalty should perhaps be more accurately described as the 'always optimal' penalty. Unlike 'always useful', this penalty is ascribed to mechanics that can always be optimally utilised. This is why it's applies to UDSoE. For those unfamiliar with this item, it's a weapon that can select any of the 8 standard elements. That means it can always be optimally exploited (NB: technically to qualify it should also allow you to use Harm, but we're already straying way off-topic for me to explain even this much).

    It would be unfair of me to go any further without also clarifying that I made a mistake too, one that @KhalJJ pointed out. I was applying some older (i.e. outdated) precedent to the options I presented above with the second option. Under modern standards, the second option would have its Ice/Water modifier replaced with one that follows spell element:

    2) Remove the Ice/Water modifier, apply a ([SpellElement]/1.3) modifier, and apply an omni-elemental penalty to the effect.

    However, I must also highlight that I think @KhalJJ runs on this mistake a bit too far, framing my post in a way that misrepresents my core argument. I feel I must correct that.

    I already came to several of the conclusions @KhalJJ reaches in their previous post. Firstly, I view Warcaster as a mistake that offers mechanics found in both single and omni-elemental items. I intentionally gave an ultimatum to drive the item in one of these two directions. I'm well aware that Warcaster's effect scales with this resistance, and that's why I suggested removing it in option 2 before their response. @KhalJJ's explanation of elemental modifier is therefore irrelevant to the point I was making; option 2 never suggested retaining it in the first place! Secondly, yes, there are definitely counter-examples of items that could be produced in response to this ultimatum. I did not raise them myself because, as is central to @Lv1000's GBI, these penalties are inconsistently applied on a regular basis. This is especially the case with items like Celestial Phoenix Feather; if we are indeed trying to be logically consistent, then we should be comparing with other weapons, let alone an item type known for having very different standards compared with the others.

    To reiterate, I fully recognise that these penalties are far from consistently applied. That makes it very difficult to highlight when something is applied correctly. To that end, I propose caution when making comparisons with other items. What's far more important is whether there's a 'reasonable' justification for the penalty being there. Let's take Phoenix Feather as an example; let's take @KhalJJ's word as being correct, that it and Warcaster are no different. That we would be picking and choosing arbitrarily to do otherwise. Would it not also be picking arbitrarily simply to assume that Phoenix Feather is correct and treat Warcaster accordingly? Is it not also possible that both are wrong?

    < Message edited by CH4OT1C! -- 12/11/2024 10:30:04 >
    AQ  Post #: 24
    12/11/2024 8:42:18   
    Sapphire
    Member

    Warcaster's effects are not elementally changing effects. It's burn is always ice/water. If it changed based on the spell's element, then and only then could it be construed in a manner that would justify an omni penalty.

    Panic isn't even elemental, it just so happens to scale based on water/ice.

    Both effects trigger on spellcasts, regardless of what the spell is doing or what element it is. You can cast a fire spell but the panic will still scale with ice/water and the burn will be ice/water. Just because spells come in different elements, doesn't mean the effects should get an omni elemental penalty. If the effects scaled with the element of the spell, then yeah you could make an argument. It would then always be optimal, as you say. Despite that , I still find calling omni elemental always optimal a stretch.

    I still maintain that part of the inconsistent penalties when it comes to these things is because we need a 3rd middle ground penalty that clearly outline differences.

    In my view, omni elemental penalty should only be applied if an item can access every element by itself. DSoTE is an example. No 2nd item needed to partner with it.

    Always useful is when the effect is always there, such as omni boosts (omni damage miscs, omni eleempower, omni elevuln, generic boosters) and they always work. This is why warcaster is always useful. It's just always there.

    Then the new one would be .75 and this exists when a single item can simply change it's element or ele seek, but requires another item. Examples here are Lovestruck plate needing the weapon to dictate element and psycho candy hearts doing the same. If warcaster did a burn of the element of the spell and panic scaled with the element of the spell, it would get this penalty. But because it's effects are a static element or scale with that element, but work on all spellcasts, it's always useful.

    This should clear up a lot of this. Without this 3rd penalty that's a middle ground, often staff have to decide in a handwaved manner at times, if an omni penalty is too harsh for what it's trying to do. And more often than not, that's not the route taken. They opt for the .9 always useful penalty. Having a 3rd middle ground penalty should provide clarity.

    It's also not a refusal to accept your points. That's bad debate, and tbh, in bad faith to make that claim. I don't agree with your arguments. Massive difference.

    < Message edited by Sapphire -- 12/11/2024 8:47:51 >
    Post #: 25
    Page:   [1] 2   next >   >>
    All Forums >> [Artix Entertainment Games] >> [AdventureQuest] >> AdventureQuest General Discussion >> Game Balance Issues >> Mages are treated different than Warriors and Rangers
    Page 1 of 212>
    Jump to:






    Icon Legend
    New Messages No New Messages
    Hot Topic w/ New Messages Hot Topic w/o New Messages
    Locked w/ New Messages Locked w/o New Messages
     Post New Thread
     Reply to Message
     Post New Poll
     Submit Vote
     Delete My Own Post
     Delete My Own Thread
     Rate Posts




    Forum Content Copyright © 2018 Artix Entertainment, LLC.

    "AdventureQuest", "DragonFable", "MechQuest", "EpicDuel", "BattleOn.com", "AdventureQuest Worlds", "Artix Entertainment"
    and all game character names are either trademarks or registered trademarks of Artix Entertainment, LLC. All rights are reserved.
    PRIVACY POLICY


    Forum Software © ASPPlayground.NET Advanced Edition