King FrostLich -> RE: Skill Requirements (3/19/2014 23:42:19)
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quote:
He is basically saying that the unpredictability of the benefits in investing in flat stats is making the game fundamentally unable to be balanced. Because..... in the long run when certain items or any sort of stuff gives you enough amount of defenses, you can dump a hell lot of stats of strength since every stat scales addiditively/diminishing flat rate. If someone already has around 300+ defenses with barely any use of stats(thanks to armor switching, weapon enhancements and cores that add % of luck) they no longer need to invest on that particular stat and just SIMPLY DUMP EVERYTHING TO HP AND STRENGTH, thats why it's considered OP why strength builds remain dominant because defenses scale at a flat diminishing rate, slowing and BARELY even going to make up against strength damage. Xendran's idea of making defenses turn into % sounds similar to how Dota 2's defense(in their mechanics, armor) that scales by % in an asymptotic rate. This means armor gives you a certain % of defense rather than a flat, fixed number when adding amounts to it. It continuously increases at a diminishing rate THAT NEVER REACHES 100%.(otherwise every attack the enemy does to you, deals exactly 0). In this game of Epicduel, typical strength builds have at least 550 damage. If you want to counter those types of builds via defense, you would need defenses of around 400+ to negate powerful damage. How do you do that? Of course dump everything to dexterity and technology but what happens to your strength and support? Exactly nothing. If you want to counter them via a normal build(5 focus or high abuse build) you also need luck to happen but will you deal enough damage against high strength users if they can deal higher damage and higher hp than you? Of course not. That's ridiculous. Speaking of unpredictability, I actually find it fine about luck but the reason why it's broken(underpowered or overpowered) are 1.) Increases using flat rate but uses an independent chance formula. What does independent chance formula mean? It uses its own said % to happen when rolling the dice. This means if block is set to 20%(after calculating everything), it really is 20% resulting in either OP and UP results for the winning and losing side respectively. 2.) One sided. Luck is one sided because if one stat is more dominant than the other, it has a higher tendency to occur similar to statement no.1. Resulting in stat abuse. 3.) Minimum and maximum chance has plausible results. The main reason why strength builds are dominant is usually, they have 80 - 90 dexterity. With the maximum chance to block to 35% even if achieving a higher dexterity than them, it barely even helps since that's too low to occur and you still have to think of gun damage, ignoring blocks. It would have been way better if it was set to a max of 50% but meh. Game would become too complex and even more OP since several people now use it. The minimum chance has a very small chance of actually saving you. 1% - 2% barely saves you and the amount of turns in this game makes it so frustrating that it might never happen at all.
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