Scathing Presence in term of mastercraft bonus is a bit too powerful (Full Version)

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ruleandrew -> Scathing Presence in term of mastercraft bonus is a bit too powerful (9/8/2020 2:50:56)

quote:


Veywild Guard

MC Earth shield.

Effect: Gives you the effect Scathing Presence, which does the same thing that the Fu-Dog pet does: +20 status potence on all your statuses that both immobilise and nerf the monster's defence (so Freeze, Petrify, etc).

quote:


From the Umazen Uprising Pt1 quest: Umazen Aspis. Kam says:

Energy shield.

[That's all he wrote D: Looks like it gives +20 Paralyse Potence and has a set bonus with the Umazen Hoplite guest that was cancelled. I might as well list it: if you have both, then the monster takes -3 BTH on its attacks against you.]


Clearly Scathing Presence is a bit better than +20 Paralyse Potence in term of mastercraft bonus.

To keep the game somewhat balanced, Scathing Presence should provide +16 status potence on all your statuses that both immobilise and nerf the monster's defence (so Freeze, Petrify, etc).




CH4OT1C! -> RE: Scathing Presence in term of mastercraft bonus is a bit too powerful (9/8/2020 3:45:29)

You have to factor in more than a the final power of the status effect. It's also about the rarity of items with said status effect. Translating this to trigger bonuses: Why do you think Ethereal Amethyst Staff is allowed to deal void damage when items like the elemental dragon blades can't even get close? It's because the former triggers against ghosts, which is a much rarer tag.




Lv 1000 -> RE: Scathing Presence in term of mastercraft bonus is a bit too powerful (9/18/2020 12:49:35)

Scathing Presence provides +20 status potence for a "class" of statuses. Freeze, Petrify, Thermal Shock, Soul Rend, etc. all do the same thing (Paralyze + Modify Resists) but with different pairs of elements, in different "orders" (e.g. Freeze and Thermal Shock are opposites of each other) so it makes sense for them to be counted as a single status.

Below are two example of items with multi-status potency and we can see that they only provide +10 potence. This is because each of the statuses covered by them are distinct and follow different rules, have varying saves, and different status calculations.

  • Taladosian Pendant: Sleep is completely different than Cold which is completely different than Fear.
  • Evoker/Conjurer Defender: While Bleed, Burn, and Poison are more similar than different when compared to the statuses covered by Taladosian Pendant, each of these statuses have completely different calculations for how much damage they do the period of time that they apply this damage over. One additional difference is that Bleed has an every-turn save that the monster must fail in order for the status to persist, while Burn/Poison last for a set number of turns.

    quote:

    Taladosian Pendant (Misc)

    Energy misc, works similarly to the Cracked Ornament, except that it only affects "mental" status effects, these are Berserk/Cold/Control/Fear/Panick/Sleep. It still gives a +10 to the inflict rate.

    quote:

    Hollowborn Evoker/Conjurer Defender (Shield)

    MC effect is a +10 potence to all status effects flagged as inflicting damage, this basically covers stuff like Bleed/Burn/Poison.


    All in all, my point is that Freeze, Petrify, Thermal Shock, Soul Rend, etc. are basically all the same status, each of them follow the exact same rules and status calculations. They're just different elements of the same status.

    Saying that they're different statuses is like saying that an Ice Burn is a different status than a Fire Burn and yet items with Burn potence cover all elements of the Burn status.


    Edit: Based on the above logic, this means that items like Nilak (pet) and Frostgale's Remorse (Misc) should receive buffs to cover all elemental freezes




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