Remorse -> Focus as a percentage! (9/8/2014 6:05:33)
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Ok guys, I think I have come up with a solution to focus, Another big problem with focus is that it rewards you for a high investment into balanced stats, But what if your build is still completely balanced but your investment is lower because for example you have higher HP or energy, or a lower level. Or perhaps your a lower level and you can't even reach the higher levels of focus, making robots less significant at lower levels. Why should this be the case? focus should be defined as a reward for having balanced stats, NOT a reward for having HIGH balanced stats. So what if focus worked as a percentage of balanced stats? How would it work? For example, Let's say you had 30 points in each stat and the rest was HP, This would still be considered balanced and would have a balanced percentage of 100% focus therefore having the max damage robot boost. Now lets say you fully spammed a stat and completely neglected investing in another, you would receive a 0% balanced percentage (focus %) and therefore receive no robot damage bonus. Obviously the formula for calculating this balanced percentage would be complicated however players don't need to know the formula as they can automatically work it out for you and display it for you as you adjust your build. Though the formula could work like this: At level one you start off with 50% focus, then every stat point investment after that calculates weather or not you are moving towards balanced stats or further away from it while also taking into consideration the amount of stats you can invest into stats. Why work like this? Well their major significant advantages of working like this, -This first is as I stated before you can have balanced stats and then still invest into HP without losing robot damage, -And the second probably biggest bonus is that you don't have to be completely balanced with your stats to still receive a significant bonus, -And lastly, it makes robots a significant thing at lower levels giving more variety to lower levels. These reasons will massively increase variety viability. Lets say you decided to have 50 in one stat, 45 in another 2, and 40 in the last stat, in the current system that would be 4 focus and would be really silly thing to do as you merely need to invest 5 more stats into the 40 stat so you can get a significant robot advanatge, in my proposed new system you would have about 95% balanced percentage (95% focus) and therefore still receive the bulk of the robot damage bonus. What this does is it opens up the variety I mentioned before that gets excluded, it means you can be rewarded for being semi balanced, and the reward for going fully balanced is only slightly more in terms of robot damage, currently the step between 4 and 5 focus is HUGE. And it doesn't force you to make you build a specific way, currently focus is like the old agility system, their are clear specific lines that determine optimum levels which can harm creativity and variety. How would it scale to incorporate extra robot damage? I have though of two ways we could use this new stat (percentage balanced stats, or focus %) use this figure to affect robot damage so that it gives the extra robot damage know it to give: -First Method: For energy percentage lower then 100% for your new "percentage balanced stats" figure you will reduce your robot damage by 0.25%. So lets say you stats were 80% balanced, that's 20% less that 100%, therefore you lose 5% robot damage (20*0.25). For this figure to work the robot base damage must scale with level and be around say 600 damage at level 40. In this scenario 5% off 600 damage = 570 damage, which is still very high damage. This amount may need to be lowered but I think it would be a good thing if scaling of the robot damage with focus was much less then it is now, to ensure that semi balanced variates can sill thrive without needing to go full balance. If you had 100% focus, the damage would be obviously 600. -Second Method: Your focus percentage is multiplied by 200, and this new figure represents how much bonus damage you get for your robot. So, lets say you have 80% focus, this is multiplied by 200, so 200*0.8 = 160, you therefore receive 160 bonus damage to your robot, and lets say the robot scaled per level, at lvl 40 the robot has 400 base damage, 400+160= 560 damage. And again if you had max focus (100%) you would receive the full 200 bonus damage to your robot and receive 600 damage in total. What do you guys think? One thing to note, is working as a percentage means lower levels will be able to reach strong robot damage early so they would also need to implement significant level scaling on robots like other weapons have. Also let me know if I need to explain anything better, from what I can gather this seems pretty complicated, also keep in mind that the formulas aren't particularly important just so long as we know what improves robot damage and we can see the effect differences in it has, then we should have enough information as players as required. In a way this is similar to the luck formulas, most players don't even know what they are or how it works, they just know a certain stat increases it and they can see that change in battles.
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