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=AQ= WORK IN PROGRESS Lucky Strike Changes

 
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6/18/2025 17:59:40   
  Lorekeeper
And Pun-isher

 

As cited in the newsletter,

quote:

LS damage bonuses have a flat cost based on the lowest chance even at Hypercrit's easily-achieved 100% rate, and are worth more than putting the same resources into raw damage. We're beginning a comprehensive revamping of these mechanics and their interactions to find a good balance between fun, and other options still being worthwhile by comparison.


To address this situation, the following changes to Lucky Strike mechanics are currently being developed by Ianthe:

quote:


  • Damage boosts to Lucky Strikes will now be additive.
  • Damage boosts are being clawed back from +50% damage to +33.3%
  • Anything that modifies Lucky Strike rate will now proportionately affect Lucky Strike damage. If you have x1.5 LS rate then you'll do /1.5 LS damage. These'll stack additively -- throwing on another x1.5 rate will make it x2 rate and /2 damage.
  • Items with "MC: x1.5 LS rate" will now be,
    -[summary] +3.33% Lucky Strike rate
    -[detailed] +33.3% Lucky Strike damage plus a free effect of +3.33% Lucky Strike rate; assuming nothing else the MC damage boost and damage modifier from adjusting the rate will cancel out and you'll just get +3.33% Lucky Strike rate
  • [uncertain] Because of this I'm gonna keep rate modifiers to +3.33% increments.
  • Hypercritical now just boosts LS damage and applies a single "+3.33% rate" modifier.


  • It must be stressed that these changes are based on the dynamic of Lucky Strikes as a whole and the design space for items in this niche, including the viability of developing on-crit effects without excessive complexity and conflicting costs. They are not targeting individual items; items will be redesigned according to the new dynamic rather than the other way around.

    As this is a a work in progress, there may be changes based on workload and feasibility. While individual items may be relevant feedback material, please keep feedback focused on the tentative Lucky Strike dynamic.
    Post #: 1
    6/19/2025 4:45:35   
    Telcontar Arvedui I
    Member

    Overall I think the concept and implementation sets out on the right path, so I don't have more feedback pertaining to the overarching dynamic for now, except a "Good job!"
    I do have 2 questions - which may spark discussion, but my main goal was to let devs keep them in mind when retro-redesigning already-released equipment. Or to clarify stuff, if they've already had the solution in mind.

    Q1: Hypercrit
    Hypercrit is (was?) a status with varying magnitude (the scale of LS rate it delivers) and duration (number of turns the bonus is active), and can be stacked. Moving forward, how will the stacking work? Personally I'm hoping for one of 2 outcomes:
    1. Hypercritical stacking allows multiple "+3.33% rate" to be added up, making it easier to achieve (near-)guaranteed LS, but comes at the cost of locking duration (i.e. stacking Hypercrit does not extend the status duration).
    2. Hypercritical stacking only extends the duration of that single "+3.33% rate" modifier, and the LS damage boost is then calculated based on equivalent-%Melee-principle. This encourages branching out into other item categories to find more sources of LS rate mods, in order to increase LS rates.

    Q2: Frostval Crowns
    Turning Frostval Crowns from multiplicative to additive is a potentially huge swing, will Frostval Crowns and their ilk be considered for "more than plus-or-minus 3.33% LS rate" modifier? Personally I do hope they offer a bigger additive swing (in the ballpark of plus/minus 20% LS rate while one-thirding/tripling LS damage) to give players access to higher LS rates without having to wait for potential future gear releases.
    AQ  Post #: 2
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