Lucky strike (Full Version)

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Mr. Roguish -> Lucky strike (8/31/2020 12:39:16)

quote:

Legendary Ash:
Any distribution of power (armor BRS%) that includes status conditions/combat effects are balanced as long as it totals 1000% in 10 turns, which is the minimum turn model, the standard being the 20 turn model.

Its not a good idea to directly modify standard equipment BRS% values since other equipment types may expect a value and will result in imbalance when that assumption is thrown off.
This is the case with the Server caps on multiplicative LS rate boost standards, additive LS rate boosts are relatively weaker (blue cap) and stronger (red cap).

Luk stat, additive LS damage and rate should be the only variables allowed to change if designing such equipment.


What would be the most effective and/or efficient way to maximize the direct damage of a lucky strike that incorporates and more than just boosting Stat points?




Legendary Ash -> RE: Lucky strike (8/31/2020 16:25:12)

As long as all the power is channeled among Luk stat, additive LS damage and rate, their total output when properly balanced should produce the same overall result in direct damage.
If power were to be split between LS damage and rate at desired values, these two variables when multiplied together must equate to the total power.
As an example Zealot's Wrath for Magic type splits it evenly by taking the square root of the power.




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