Sapphire -> Dexterity and Luck (8/4/2021 11:41:02)
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I was recently redirected to an old game engine update, the one with the 100 proc change. IMR mentioned that, at least at the time, they were contemplating whether or not DEX did too much, and maybe trying to remove some overlap between DEX and LUK. So this is kind of an idea, based on some potential thought that it is a Game Balance Issue. So this reminded me of something I have long since thought to myself.... *IF* it is still being looked at, and *IF* people think DEX still does "too much", one easy thing to do is make STR/INT affect blocking for Melee/Magic some and reduce DEX's role slightly in those areas, while still maintaining it's prowess on Ranged. So Dex/8 + LUK/40 Now becomes: Mainstat/16 + Dex/16 + LUK/40. So if you leave Ranged alone and leave it at DEX/8 + LUK/40, Dexterity helps with Melee and Magic blocking by half it used to instead of being the main driver. This means that no build gets max blocking to everything. You can't train 4 stats to max. I'm sure the "blocking build" mainstays are going to balk, but eh whatever. Now, DEX does a little bit less, which is what's being evaluated. Now, to unpin LUK from Dex a bit... LUK should be LUCK. It should affect a variety of things, but only in small ways, but perhaps collectively it adds to to be a worthwhile stat to train. Luck has already evolved with time. It used to be just for first strike. Then lucky strikes were added. The "Ready before battle" feature in some ways really reduced the first strike advantage since damage has come up so much. So why not.... What if for blocking, you reduced or removed LUK from the blocking chance formula, and then added a 10% chance for a "Lucky Block", where the overall current role LUK plays in blocking ends up the same effect, but this creates more of a niche. Just do the math so blocking overall doesn't change, just now you have a "Lucky Block" rather than it affecting the actual chance. Then, 1. Give Guests Lucky Strikes 2. Add a LUK/25% damage increase as "Initiative Bonus" just like how Tempest has...but this goes for EVERY ARMOR on your first turn. This does *not* help you go first. Luck already does that. This just gives you LUK/25 more damage on your first turn. This is +10% damage. If Initiative Bonus on Tempest and other armors needs to be reduced to +40% to compensate, then so be it. 3. All saves/stat rolls gain a LUK/25% chance to override the result. If the monster makes a save, there's a chance if it wins the save, that your LUK just overrode the save and the monster ends up failing. If you're making the save, there's a chance you overrode the roll in your favor. So you're creating a niche as intended, I feel, for luck, and slightly removing overlap a bit...not a lot..but a bit. And this is reducing a little bit from DEX. I do not know if it's been decided this is, or isn't still needed. But here's a quick idea in the event it might be still being looked at.
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