Stats and weapon diversities (Full Version)

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System_Data -> Stats and weapon diversities (7/2/2020 10:02:25)

Recently, i have been playing again since i was getting burned out in other games. In a way, Adventure Quest share some similarities to some of the games i played which include The Elder Scrolls Online and Guild Wars 2.

For a long while playing Adventure Quest, the requirement of Dexterity has been very prominent is a lot of builds. I understand that there is currently an ongoing project to change that. Here's my take on this issue, why not remove Dexterity as a damage stat?

Playing The Elder Scrolls Online, there is only two main damage stats which are, Stamina for physical damage and Magicka for magic damage. While that may look very limited, this is where a lot of unique and diverse builds come into play for The Elder Scrolls Online. Just like Guild Wars 2, this is how they went about it, different weapons means different play style. So you put all your points into one of those damage stat, well that enables you to do either physical or magic damage with X weapons.

Currently in Adventure Quest, points into Strength allows you to wield swords, maces, hammers and daggers. Why not expand on that and include spears, polearms and bows? Sure they'll use the same stats, but that doesn't mean they should have the same damage calculations. In general, there's not much difference between using a sword and a spear, except that swords do more damage and spears are more accurate. Current meta favors the sword more, as a result spears are rendered lackluster. As for magic damage in Adventure Quest, you have access to staves, wands, tomes, daggers and swords. If daggers and swords can be included into magic damage, i don't see why spears and bows can't.

How i envisioned stats:
Strength: Melee(changed into Physical) damage and bth.
Magic: Magic damage and bth. Mana Points increase.
Charisma: Damage for pets and guests. Bth for pets and guests.
Endurance: Currently increases Health Points only, but adding a small 1% HP regeneration for every 100 points into it would be a good bonus without it being groundbreaking in my opinion.
Luck: Small increase in bth, small increase to evasion and flat +10% rate to do Lucky Strikes.
Dexterity: I wouldn't mind if this was kept, but i would prefer it not to be a damage stat. Rather a defensive stat instead, increasing your block and evasion rate. Though it sounds strong, you still have a limited amounts of points to spend on.


How i envisioned weapons in general:
Swords: 100% damage, 100% bth.
Daggers: 60% damage, 100% bth, +10% rate to Lucky Strike. If you have training in Luck, that means your Lucky Strikes rate would be 20%
Axes: 90% damage, 100% bth, 15% rate to apply bleed on target.
Maces: 90% damage, 100% bth, bonus damage against targets with high HP. There's definitely a way to go around this, for example do 10% of remaining HP as bonus damage. Or do bonus damage based on how much HP the target has left, +15% damage scaling down to +5% damage as target HP goes from 100% to 10%.
Spears: 90% damage, 130% bth, very accurate weapon, could add a small increase in evasion rate. Logic is if you have a spear than you have more distance and more time to evade.
Bows: 90% damage, 100% bth, 10-15% evasion rate.

Staves: 100% damage, 100% bth, 100% spellboosting.
Wands: 90% damage, 100% bth, 120% spellboosting.
Daggers: 60% damage, 100% bth, 80% spellboosting, +10% rate to lucky strike with spells.
Tomes: The same as they are. Small increase to MP. Meant for compression builds, but shouldn't outshine other weapons.

I think an important question is to ask ourselves is if there is really a point in keeping Dexterity as damage stat and if there is, shouldn't we evaluate how spears fall into ranged damage. To me, i can easily see spears being transferred as a melee weapon, but bows, pistols and other types of projectile weapons being in their own category.

There's nothing wrong from taking inspiration from what's around us. After all, Adventure Quest itself takes inspiration from many forms of media since its conception. What makes Adventure Quest unique is how they present it to us.

Numbers used are simplistic and are subject to change, but mostly are used to demonstrate possible diversities among different weapons.

Best regards and thank you for reading.




battlesiege15 -> RE: Stats and weapon diversities (7/2/2020 10:40:36)

As cool as these ideas are, AQ is it's own game so it has a different combat style overall than other games. There is a STATs rework being done slowly right now so there will be some changes to how stat points work.

As for weapons, different types of weapons actually do have some variety. It's more so in terms of some weapons like Daggers having more accurate leans and shorter damage range whereas things like Hammers have inaccurate leans. So bigger weapons tend to be more inaccurate but more powerful whereas smaller weapons are slightly weaker but have accurate leans.

As for the effects you mentioned, that would be cool but in AQ, the weapons give up either some of their overall power or have a Mastercraft Bonus to have effects such as boosted LS chance rates or spell boosting. AQ revolves around a 20-turn model (soon to be 10-turn model) so that is what the balance stats are based on.




Noremak Soothsayer -> RE: Stats and weapon diversities (7/11/2020 15:10:49)

As far as weapon diversity goes, it needs to be used to improve build diversity.

Hybrids need STR/INT weapons. Beastwarriors are short on STR/CHA weapons. There are LUK strike weapons like patriot katana and blarney weapons, but many are seasonals. There are a couple pure DEX weapons like paperclip rapier but more like it would be awesome. AFAIK, there are no weapons conducive to END builds unless you consider self damage weapons like bloodzerker.




Rorshach -> RE: Stats and weapon diversities (7/20/2020 11:38:53)

quote:

How i envisioned weapons in general:
Swords: 100% damage, 100% bth.
Daggers: 60% damage, 100% bth, +10% rate to Lucky Strike. If you have training in Luck, that means your Lucky Strikes rate would be 20%
Axes: 90% damage, 100% bth, 15% rate to apply bleed on target.
Maces: 90% damage, 100% bth, bonus damage against targets with high HP. There's definitely a way to go around this, for example do 10% of remaining HP as bonus damage. Or do bonus damage based on how much HP the target has left, +15% damage scaling down to +5% damage as target HP goes from 100% to 10%.
Spears: 90% damage, 130% bth, very accurate weapon, could add a small increase in evasion rate. Logic is if you have a spear than you have more distance and more time to evade.
Bows: 90% damage, 100% bth, 10-15% evasion rate.

Staves: 100% damage, 100% bth, 100% spellboosting.
Wands: 90% damage, 100% bth, 120% spellboosting.
Daggers: 60% damage, 100% bth, 80% spellboosting, +10% rate to lucky strike with spells.
Tomes: The same as they are. Small increase to MP. Meant for compression builds, but shouldn't outshine other weapons.

In regards to this, there already are leans for some weapon types. However, they revolve around the "BTH lean", which is pretty similar to what you suggested for physical weapons already.




Mr. Roguish -> RE: Stats and weapon diversities (8/5/2020 8:33:35)

I have been pondering for a long time about the issue of rogues not aesthetically-pleasing or feasibly able to use daggers as they are statistically weaker, slightly more accurate swords; as daggers are melee weapons and melee weapons benefit from STR which doesn't make sense for a sly, stealthy, nimble, rogue to be super STRONG. It would make much more sense combat and role play wise to have more in INT as an association of being cunning and fast thinking.

Mr. Uber originally had the idea:
quote:

My short suggestion on this is to have most daggers/knives (that aren't thrown) have the same effect as the Hunting horn, where as they may attack with melee, however their stat bonus is based off of DEX instead of STR. This will also give daggers/knives some uniqueness and versatility instead of just being statistically weaker but slightly (but still not worth it) more accurate swords.

I attempted a suggestion of a potential dagger; but also potentially revamping the whole DEX system to make it stand alone and not require or rely on STR so heavily if at all.

I recently had an epiphany and realized that the simplest solution that would also satisfy what I would like to achieve as well as what everyone I debated with alluded to. Ultimately the designs of the weapon are irrelevant toward their function and any class or build can use any weapon regardless of whether or not they would get the maximum benefit from it. I'm suggesting that past and future rogue armors like the Frostval Mercenary Garb get built in daggers, tantos, ninjatos, like how the almost exact replica StarSlayer does. Not that I care, but for some other people, maybe make the armor's weapon toggle-able like some armors' helms, like the Armor of AWE. I see this as an absolute win.




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