Stabilis -> ☻☺The (Fantastic) 4 Basic Stats☻☺ (2/8/2013 10:37:13)
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I do not mean to be cocky at all but this plan might also fix this game's total balance problem. How: [OFFENSIVE] Strength: Increases base damage range of Primary, rage rate, and enhances certain skills. [DEFENSIVE] Dexterity: Increases Physical Defense, increases chance to go first, chance to block, and enhances certain skills. [DEFENSIVE] Technology: Increases Energy Resistance, special effectiveness, deflection chance, calculates the chance to be stunned, and enhances certain skills. [OFFENSIVE] Support: Increases base damage range of Sidearm, Auxiliaries, critical strike, and enhances certain skills. Focus: Increases damage range of Robot. ← this and Robot weapon damage are now the sole contributors [health and energy not included; they are not basic stats, they are fundamental stats (you NEED them)] *The special effectiveness on Technology is the factor of a Robot's special. As Technology increases, the special's effectiveness approaches 100%. The special effectiveness to Technology distribution is 2% per 1 Technology. For example Bounty Hunter at level 1 starts at base 19 Technology. The effectiveness of their Robot's special (if any) is (19 * 2)%... 38%. Assault Bot will de-nerf (38% * 65%)%... 25% of a nerf status on the Bounty Hunter. Their Bio Borg will reflect (38% * 50%)%... 19% of melee damage. This will not apply to all specials, such as the special on Pyro Fly. It could though (level of the skill disabled). 100% of the effect is sustained if the total Technology is equal to or greater than 50 points. *The Sidearm improving by Support requires some skill changes. A: Deadly Aim. Deadly Aim is a boost to Sidearm, Sidearm being the supplement weapon of Strength. On Support, Sidearm becomes the main weapon, so Deadly Aim will boost the Auxiliary, instead of the Sidearm. The normal +4/+5 damage bonus on the Auxiliary should be removed for this. The stat requirement flips to Strength. B: Malfunction. Malfunction is improving by Support and requires Strength. This is a stacking problem in itself. Malfunction should improve by Dexterity to be the polar opposite of Smokescreen. These 2 nerfer skills should be balanced together. The fact that Malfunction improves by Support means it cannot be weakened in conventional ways. B: Shadow Arts. This passive skill currently requires Support. Luck should not be a skill, much less a stat bonus. Support sustains Shadow Arts, but I simply recommend replacing Shadow Arts with a new skill. *Focus. Focus is a scrambled stat for calculating weapon damage. It should be simple, and simple is easy to balance! Forget the Technology bonus, we only need Focus and our weapon damage... the Robot, to improve damage. Starting at a split of 20 points between the 4 stats, Robot damage improves by 2 damage for every 1 point of spread. So, at 20 Strength Dexterity Technology and Support, the Robot damage equals 2. At 50 Strength Dexterity Technology and Support, the Robot damage equals (2*(50-19)) or (2+2*(50-20))... 62 damage. Depending on how much damage is supposed to progress, you can change the rate of spread like 1 damage for every 2 points of spread or 7 points for every 2 points of spread (all relative). NEW: Special effectiveness to Yetis' special: The cooldown time of the Sidearm and Auxiliary from Chomp is calculated as a % of the total time (2 turns) from the special effectiveness. So if I had a special effectiveness of 40%, 40% of the 2 turns is 0.8, rounding to 1 turn. Therefore the Chomp would last for only 1 turn because of the low special effectiveness. Special effectiveness to Pyro Fly's special: The level of the skill disabled from Swarm is calculated as a % of 10 (10 being max level for skills) from the special effectiveness. So if I had a special effectiveness of 71%, 71% of 10 rounds to 7. Therefore the highest skill under level 7 will be disabled. So if I had a skill tree of... 1-9-10 0-2-1 8-7-0 And the skill at level 7 was an active skill, that skill would be disabled. If not, the skill at level 2 (if active) would be disabled. Special effectiveness to Gamma Bot's and Infernal Android's special: The amount of damage of the special attack is calculated as a % of the damage from the special effectiveness. So if I had a special effectiveness of 90% and Infernal Overload at 80 damage, the actual damage is 90% of 80 damage, which is 72 damage. The same calculation applies to Nuclear Powered Assault. Why: You might be asking why. *Strength loses the Sidearm because Strike is infinite. *Support gains the Sidearm to be on par with Strength in damage per turn. *Support loses rage rate, first turn chance, and stun chance to balance the perks (else it would be way overpowered). *Strength gains rage rate because being an offensive stat it is meant to be on par with Dexterity so if Strength is versing a tank that is reduces all of their damage rage will break through. *Dexterity gains first turn chance to balance the perks. *Technology loses Robot Technology Bonus for being offensive. *Technology gains special effectiveness to influence the Robot (without being imbalanced). *Technology gains stun chance to balance the perks. *Deadly Aim requires Strength and improves the Auxiliary to be balanced on Support. *Auxiliary loses the weapon damage bonus. *Malfunction improves by Dexterity to be balanced on Support and with Smokescreen too. *Shadow Arts is replaced for being a bad passive skill (agreed with Vegafire). *Focus and Robot weapon damage are the only factors in Robot damage. Remember guys, you have to... think big!
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