trans205 -> RE: Is MQ Dying II+How Can We Improve It? (11/30/2010 19:45:05)
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Really late reply: quote:
@trasn205: Creating such a rating of power level is much, much more difficult in MQ. AQ has base stats for every piece of weapon and armor, and most specials do nothing more than additional damage. Everything in MQ comes with strings attached; it's not just damage and BTH. Things done in AQ that our outside the "normal" bounds are few in number, so a case-by-case evaluation of those things is plausible. It just doesn't work in MQ, though, since case-by-case for every item is essentially just guess-timating. Believe me, the AQ formula is much (emphasis) more complex than the damage and BTH that you think. Examples: status conditions, item compression penalties, elemental boosts and penalties, the element wheel, resistance balances, standard SP costs...etc. The point is, all that can't be much more "easier" to deal with than MQ's stats. It's basically a +- of stuff like hit chance, damage %, regen, crit...just assign a "point" to whichever stat is more important. For example, a negative hit chance on the enemy is worth two points, while a negative defense is worth one point. Even the people in Dragonfable's equipment comparison made it to work. Even if the MQ stat system is like quantum physics, guess-timating is a better choice than all that chaos.
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