Stabilis -> RE: =ED= Balance Discussion Thread (4/2/2012 16:10:39)
|
Fortune smiles upon the top of this page as well. :) @Wootz, -5% Connect for example, even -1% Connect is... no good? Wootz, I understand that you do not appreciate luck in this game, neither do I, but luck can stay if only we could remove it from our reach such as in the Support stat. More Support gives more luck. I do not think that we should be able to control luck for our own benefits over others in PvP, but we should be able to moderate our own statistics without having to develop builds that kill strategical players in 2 turns or so. Where is the fun when one person starts first, places the other into the Fetal Position and has their way with that person without them being able to resist (unless LUCK influences the outcome). This retribution suggestion of mine is nothing but a bandaid until 3 key wounds are healed: 1... stat requirements, that are surpassed easily by varium players and enhancements... 2... stat progressions, that give any given value of stat points a massive advantage... and 3... skill improving stats, that overkill stat's role in improving a build. These are all buried in the core, and until we can recover ourselves from this nasty mix, I am only here to advise temporary solutions to combat modern problems. @Zeoth, I will investigate my given values again for revision if necessary, thanks for the feedback. @Remorse, Yes, rage is vastly greater (by 4 times) in attacking rather than defending. I would say that agility benefits rage more than it handicaps rage though, because damage only increases as agility becomes proportionally lower. This is a perfect opportunity for STR players to add some of their stat points into health because of, decay, but also because of, the inequality between health and defenses when concerning time or costs. For example, 8 stat points will increase Defense and Resistance by 1 point, but 8 stat points will increase health by 16 points and agility's abilities will increase damage taken, endorsing the mechanics of rage to give the player faster rage, faster kills. If we switched out this basic capability of agility's for reducing rage, there would be considerably less STR players as having damage and health will cancel out a basic concept for an advantage, rage. That is my 2 cents on the agility relationship anyhow. Believe what you must. quote:
R.A.G.E. As an attacker, rage is gained at a rate of 110% of damage blocked (by the opponents defense/resistance) + 1% per 4 support you have over the defender, up to a maximum rate of 125%. If at a support disadvantage, the minimum rate is 95%. As a defender, rage is gained at a rate of 25% of the damage taken, +0.25% per 4 support you have over the attacker, up to a maximum rate of 29%. If at a support disadvantage, the minimum rate is 21%. R e t r i b u t i o n Retribution is designed to combat extremism when crowding stat points into one stat type for a specific massive advantage that often guarantees the user quick or easy wins without tactfulness (not very much strategy). After 120 stat points, then after every 10 stat points, penalties will add up. (health and energy are different) a-Health b-Energy c-Strength d-Dexterity e-Technology f-Support a-Agility b-Stamina c-Concentration d-Stability e-Vigilance f-Disdain Agility: Rage Rate Stamina: Skill Performance Concentration: Chance to Connect Stability: Chance to be Critical Hit Vigilance: Block Chance and Chance to be Stunned Disdain: Deflect Chance and Chance to be Deflected Agility: Health < 121 None Health > 120 Rage Rate - 11% Health > 130 Rage Rate - 22% Health > 140 Rage Rate - 33% Etc... Stamina: Energy < 121 None Energy > 120 Skill Effect - 11% Energy > 130 Skill Effect - 22% Energy > 140 Skill Effect - 33% Etc... Concentration: Strength < 121 None Strength > 120 Weapon Accuracy - 11% Strength > 130 Weapon Accuracy - 22% Strength > 140 Weapon Accuracy - 33% Etc... Stability: Dexterity < 121 None Dexterity > 120 Chance to be Critical Hit + 11% Dexterity > 130 Chance to be Critical Hit + 22% Dexterity > 140 Chance to be Critical Hit + 33% Etc... Perception: Technology < 121 None Technology > 120 Block Chance - 5.5%, Chance to be Stunned + 5.5% Technology > 130 Block Chance - 11%, Chance to be Stunned + 11% Technology > 140 Block Chance - 16.5%, Chance to be Stunned + 16.5% Etc... Disdain: Support < 121 None Support > 120 Deflect Chance - 5.5%, Chance to be Deflected + 5.5% Support > 130 Deflect Chance - 11%, Chance to be Deflected + 11% Support > 140 Deflect Chance - 16.5%, Chance to be Deflected + 16.5% Etc...
|
|
|
|