Status system - saving throw need a update (Full Version)

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ruleandrew -> Status system - saving throw need a update (3/7/2021 2:54:14)

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.
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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.





rai0kakashi -> RE: Status system - saving throw need a update (3/8/2021 12:29:00)

Your reasoning of "Players in 2021 had been trying to make monsters unable to land a hit on player." indicates that your suggestion should not be applied to damage statuses.

Also, instead of having an update on saving throw that would make regular monsters and regular bosses tougher, why not just make tougher bosses by nature like silk-screamer?
Statuses which can be considered the backbone of the game should not be changed that easily.

Therefore, I cannot support your suggestion.

However, I will suggest to you that you can limit yourself to not indulging yourself with the benefits of statuses by playing a zero status playstyle.




ruleandrew -> RE: Status system - saving throw need a update (11/13/2021 0:49:07)

Please remove the level as factor in saving throw for status that deal direct health point to object.

Statuses that deal direct health point to object include: burn, poison, bleed and spiritual seed

13/11/2021 standard
Situation: player face level 50 monster
Outcome: level 50 fire burn spell is equal to level 50 fire damage spell in term of power

Situation: player face level 60 monster
Outcome: level 50 fire burn spell is weaker than level 50 fire damage spell in term of power

Ideal standard
Situation: player face level 50 monster
Outcome: level 50 fire burn spell is equal to level 50 fire damage spell in term of power

Situation: player face level 60 monster
Outcome: level 50 fire burn spell is equal to level 50 fire damage spell in term of power




CH4OT1C! -> RE: Status system - saving throw need a update (11/13/2021 11:23:35)

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...




Heroes of the Scape -> RE: Status system - saving throw need a update (11/29/2021 10:43:51)

quote:

Please remove the level as factor in saving throw for status that deal direct health point to object.

Statuses that deal direct health point to object include: burn, poison, bleed and spiritual seed


This is by design. It's to prevent high level characters from abusing lower level and likely more efficient versions against high level mobs. That will never change.




ruleandrew -> RE: Status system - saving throw need a update (11/29/2021 18:59:56)

Level as factor in saving throw for status that deal direct health point to object case
item level vs player level check with 10 levels buffer.

Level as factor in saving throw for status that deal indirect health point to object case
item level vs monster level check with 10 levels buffer.

Level as factor in saving throw for status that reduce monster attack power case
item level vs monster level check with 10 levels buffer.

I was trying to make certain status suffer small over level penalty.




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