CH4OT1C! -> RE: Status system - saving throw need a update (11/13/2021 11:23:35)
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quote:
Status system - saving throw need a update. A update on saving throw would make regular monsters and regular bosses tougher. Players in 2021 had been trying to make monsters unable to land a hit on player. Ok, so the aim here is to make stunlock more difficult. With that in mind... quote:
--- Planned status system - saving throw Random roll would range from 1 to 200. Difficulty: 101 + (level modifier) + (major modifier) + (minor modifier) + (item source modifier) + (other modifier) If X roll equal or higher than difficulty then Y resist the status, otherwise Y gain status. Level modifier: (InflictLevelStat - ResistLevelStat) Major modifier: (MajorInflictStat - MajorResistStat) / 15 Minor modifier: (MinorInflictStat - MinorResistStat) / 30 Major modifier is subject to minimum of - 20 and maximum of + 20. Minor modifier is subject to minimum of - 10 and maximum of + 10. Item source modifier is subject to minimum of - 20 and maximum of + 20. Other modifier is subject to minimum of - 30 and maximum of + 30. What you're inherently suggesting here is not a direct nerf as much as it is "make the rolls harder to modify". My question is: why is this even necessary? These aren't monsters that are supposed to provide truly challenging fights (i.e. champion elite bosses). If you did want that kind of resistance for specific fights, why not just use the status immunities and potence already in existence? Or, why not just change the caps, rather than doubling the value of the RNG roll? Aside from the contention around whether this truly represents a true game balance issue, I'm not sure this method is the best solution either...
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