Branl -> RE: PSA: Dexterity (1/18/2019 1:14:02)
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You're not. Kaelin heavily implied that DEX already plays a substantial role in determining ranged weapon damage (outside of accuracy), which is ridiculous, to say the least. Even if she were right, however, ranged weapons always get the shaft (ah, pun honestly unintended) and 98% of the best items are only toggleable between melee/magic, meaning there'd never be an incentive for a 0-STR "ranger" or mage to use a spear in the first place. :/ She... didn't imply that. quote:
* As for why Ranged stat damage is skewed towards STR, we're operating on a "20 turn standard" where warriors can do 1 Melee per turn with 20 Melee attacks, and mages do 4 Magic spells and 16 Magic weapon attacks. The Magic spells are considered 2 Melee in power, and weapon attacks are 0.75 Melee in power, so 4*2 (Spells) + 16*0.75 (Magic weapons) = 20 Melee damage. So, Mages and Warriors come out the same. What you see with Ranged weapons currently was a plan to have a Warrior using Ranged weapons (STR and DEX) be able to deliver the full 1 Melee per turn, but for conventional mages (INT and DEX, but no STR) be able to do 0.75 Melee per turn. Despite the STR component being so large on Ranged weapons, it only leaves 20 proc Ranged weapons doing a little less than the target of 75% (although the cap raise has changed this a little): about 27% of damage comes from "specials" that ignore stats, about about half of the rest (37%) comes from base/random and not stat, already putting a player at 64% Melee damage if the player had full accuracy -- it didn't take much more to put a 0 STR player up to their 75% limit. Because they don't want mages cheating the 20 turn model by investing in Dexterity , then never using magic weapons, Ranged Weapons and Dexterity are set up in a way that Warriors can make use of ranged weapons to get their normal damage output while Mages can only use ranged weapons to about .75 effectiveness, the same weapon penalty magic weapons ensue. Most of the damage of a 20 proc ranged weapon comes from factors absent of stats. Rangers investing in Strength would straight up do less damage than if they invested in pets (or would be if the way multipliers interact with each other got addressed). Rangers get weapon damage similar to mages, but instead of an extra resource bar, they get extra stat points. quote:
Mages can abuse Ranged Damage with DEX and end up doing more weapon damage with ranged attacks while spamming spells which imo is one of the biggest design flaws that need to be addressed with DEX. This isn't a thing. They do the same amount of damage. Factoring in Booster Pets, magic weapons do more damage for mages than Ranged Weapons. Also, how does making Dexterity yet another damage stat increase diversity? 250 Str/Int/Dex 250 Luck 250 Charisma would be literally all you see. quote:
With Dex becoming a not-main stat for warrior/mage builds, how would the block/dodge work? I mean, at the moment it presumes 15% dodge at 200 Dex (250?). If Dex is changed to become non-vital, then what number would the dodge rate be based on? 0 Dex? 100 Dex? I know this isn't aimed at me, but I would guess it all depends on how much (If at all) Dexterity contributes to bth. The more Dexterity contributes to bth, the higher the assumption for blocking/dodging, and the less it contributes, the lower in order to compensate. She appears to just be throwing around ideas, I don't think we'll have a solid answer for at least another week or so.
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