RE: =AQ= Stat and Training Overhaul (Full Version)

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Sapphire -> RE: =AQ= Stat and Training Overhaul (3/23/2022 19:06:38)

Dex loses some blocking and luck gains what dex loses, so players who wish to block will now be Dex/Char/Luck to maximize blocking *and* damage, as now with Dex you no longer sacrifice damage by not training strength, which was the old trade-off, but no longer is a trade off..... You can bun-barret your way to crazy good blocking or just go with normal pets/guests. It will be one of the most favorable builds by far.

No warrior build (str) is now worth being if things remain, which they wont.

I predict The most popular builds will be in no particular order....

Dex/Char/Luck- There's no drawbacks. Maybe no MP bar and low HP's, but dodge takes care of this and Ele shield is psuedo END

Int/Char/Luk- Only drawback is lower blocking.


*I believe that the notion that Char is, or will be overperforming is in, part, and maybe largely, due to the above builds.

Int/Char/End- Backlash, especially now that BTH is no longer a drawback.

Int/Dex/Luk- Ranged using Mages, that gets max blocking from stats.


Warriors are actually a lot more undesireable than I initially realized. -> Paraphrasing Arcanum-> Why would you run STR when you can run Dex instead . 2.5% more DPT is minuscule. No battle lasts 10 rounds, so 2.5*10 or *20 at this time is fallacy. Just be WAY more defensive at the cost of a hair's amount of damage.

So maybe from here, what to do with Strength-> warriors to balance this? Maybe the thread should focus from here on that. I gave my 2 cents (.000000001 cents) and so what other ideas does the community have to bump this up for warriors?

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EDIT Below


As Biokirby said, Dex is too strong still. So.. We are still clinging onto this notion that Dexterity should do all these universal things despite removing universal BTH, the mindset still exists...and is why we keep Dex as the universal blocking stat..and this has to go away 8-). Yes, this means no build can get max blocking to every single stat. It means it's situational, like the entire rest of the game.

If you wish to deal with the blocking Meta pushing players to train DEX primarily due to blocking, and use ranged weapons simply as a byproduct for better damage, blocking shouldn't also be universally from Dex.

Blocking should now be something like:

Melee blocking = STR/10+LUK/20 ---- OR ---- STR/8+LUK/40
Ranged blocking =DEX/10+LUK/20 ---- OR ---- DEX/8+LUK/40
Magic Blocking = INT/10+LUK/20 ---- OR ---- INT/8+LUK/40

A. Now you have STR = INT = DEX for what they do. The status potence for Dex is still fine, and the 2.5% damage for STR now looks good.
B. IDK if the MP bar is sufficient for INT now that str gets 2.5% Melee and Dex gets +5 potence, but if not, something minor maybe can be added to INT. Maybe a permanent barrier add-on based on Int stat post-spell-cast if INT now looks like it's a touch weaker similar to Necromancer's anima barrier/mana defender shield = to 2.5% Melee in strength (or maybe more potent considering 4 casts in 20 rounds) OR, maybe its still fine.
C. This also makes luck the universal blocking stat, but it's a low amount. I think the decision on which of the two formulas should come from how Hybrids perform, with comparisons made from STR/INT/DEX vs STR/INT/LUK variations and how those two interact and compare. This IMO determines which formula should be decided upon.
Staff can evaluate where that could fall.



I promise, this is the answer.

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So this looks like this from a 40,000 foot view:

Training Dexterity with Str or INT is now viewed as Hybridization. This may have been Ward's greater point. It's just that Dex can't be universal blocking to get us here.

Potential Hybrids:

STR/INT/LUK- Traditional Hybrid -Most offensive,Max blocking versus Melee/Magic attacks. Casts spells, uses Melee weapons. Lower blocking versus Ranged attacks. (Ranged attacks and low HP's (no End) is the weakness)

STR/DEX/LUK- Warrior/Ranger Hybrid- Max blocking versus Melee/Ranged attacks. Lower blocking versus magic attacks. The benefit of this build is melee/ranged weapon choices. All effects don't exist on all weapons, you know

INT/DEX/LUK- Ranger/Mage Hybrid- Max blocking versus Ranged and Magic attacks. Lower against Melee attacks. Can use Ranged weapons for better attack damage + spells. Low HP's

ALL OF THE ABOVE W/O LUK, but END instead- Tank Hybrids with lower damage (no luck) and lower blocking.

STR/INT/CHAR- Beast Warrior Hybrid

STR/DEX/CHAR- Beast Warrior/Ranger Hybrid


This means that BASE PURE BUILDS HAVE NOW CHANGED TO:

MAINSTAT/END/LUK

These are max accuracy, therefore max damage, and max HP's. But only can block well vs their mainstat.!


Going forward, this changes what we view as a "build name" , which is what Cray alluded to I think.

All of the above "builds" would be fantastic in their own way, and very viable. Even a CHAR/END/LUK build would with charisma weapons, if BTH works the same as the other Mainstats. Glorious!

If these were all done in this fashion, I personally think we have a real, defined, and well done stat redesign players can get behind!




GwenMay -> RE: =AQ= Stat and Training Overhaul (3/23/2022 22:31:02)

I like the proposed changes. We're all getting a huge powerboost. No real comment on how they should change the builds, I'm more interested in what builds will look like postvamp.

And on that subject, I agree with Sapphire. Postvamp, I think the "main" stats will be str/dex/int/cha and the "secondaries" will be end/luk. Classifying "cha" as a main stat might be controversial, but cha unlocks a new strategy like str/dex/int, unlike end/luk which support strategies.

So, if we assume players won't split their stat points over 4+ stats, this is what builds will look like postvamp:

-4 "pure" builds (main/end/luk)
-6 lucky hybrids (main/main/luk)
-6 tank hybrids (main/main/end) and
-4 tri-brids (main/main/main)

So 20 in total, all of which should be fairly unique and worthwhile.

Since we *only* have 10 character slots per account now....does this mean we will be getting another 10 slots soon? (I can dream lol)




Biokirkby -> RE: =AQ= Stat and Training Overhaul (3/23/2022 22:43:13)

God, I would love to have more slots, forever more. I'd get to use all the weapons and items I just can't fit.

It'd certainly get that guardianship money out of me...




Sapphire -> RE: =AQ= Stat and Training Overhaul (3/23/2022 23:26:33)

I dont forsee any other way to get to my conclusion on my previous post if Dexterity remains the universal blocking stat. I know those who love to play the blocking style may likely balk at this, but if we really truly want balanced stats it has to be this way. Dexterity will simply out-perform Strength if you even keep it for blocking by a single strand of hair.

The game is already situational. Universal goodness for any stat cannot create balance. It can be universal, as long as what it does is fairly minor in terms of power, but never if it's a very powerful affect.

I really, truly think leaving dexterity as a blocking helper universally kills warriors until something else is added on to strength to bring it up, but then we begin an Arms Race between INt/STR/DEX and who knows where that settles over time. Just bring the three stats in line with one another. It has to be this way not only for simplicity's sake, but I really think we will see much much much better balance comparing the three, *and* you don't squeeze out warriors like with whats currently proposed *and* we have a Ranger finally that's on par with Mage and Warrior.




Korriban Gaming -> RE: =AQ= Stat and Training Overhaul (3/23/2022 23:52:34)

quote:

If Mages are upfront burst, and Warriors are consistent damage, why not make Rangers focus on Ramping damage? Since they have status potency they can apply burns, bleeds, elevulns, freeze... better than their competition.

I quite like this idea. I think the damage for all builds should eventually even out based on the 20 turn combat model (not that most fights actually take that long anyway).

quote:

Melee blocking = STR/10+LUK/20 ---- OR ---- STR/8+LUK/40
Ranged blocking =DEX/10+LUK/20 ---- OR ---- DEX/8+LUK/40
Magic Blocking = INT/10+LUK/20 ---- OR ---- INT/8+LUK/40

On paper I think this sounds like a reasonable change. However, as a dodge user myself, this change completely KILLS the build. Seems counterintuitive considering how the staff have released some dodgelash items recently. Dodge build is super powerful, maybe even OP to some, I'm not denying this. However I would like to see changes that still make the build viable without completely killing it. Unfortunately, I don't have a better suggestion currently. I'll post suggestions if I ever think of them.

I also don't think CHA should be classified as a main stat, it should be more of a secondary like END and LUK. CHA supplements the playstyles of STR, DEX or INT by providing more damage or more effects to pets and guests similar to how END provides more HP and status resistance and LUK provides a bit of everything. It isn't a build/playstyle on its own.

quote:

I really, truly think leaving dexterity as a blocking helper universally kills warriors until something else is added on to strength to bring it up, but then we begin an Arms Race between INt/STR/DEX and who knows where that settles over time.

This I do agree with. According to the unfinalized new changes
- STR boosts melee damage, bth and weapon damage (fitting for warriors with consistent damage)
- DEX boosts ranged damage, bth and gives status potence (fitting for rangers who play with effects and ramping damage)
- INT boosts magic damage, bth and gives MP (fitting for mages as it gives them another resource bar for nuking and upfront burst damage)

All seems fair here as long as DEX doesn't get an extra bonus to dodging and MRM. Might I suggest then shifting ALL MRM boosts to LUK? But significantly reduce the overall amount we get so LUK doesn't become a OP stat. Also, reduce the overall boosts to everything that LUK gives if making this change




Sapphire -> RE: =AQ= Stat and Training Overhaul (3/24/2022 1:01:19)

^ Been going back and forth with what formulations would be best for blocking, and how much luck should play. It feels as though since luck is giving BTh and lucky strike, that perhaps it should be on the lower side for the amount like it is now.... Luck/40.

This is perhaps all for naught and is assuming my previous post is mostly enacted. This is just out-loud fleshing out scenarios, really, based on a premise that might never see the light of day. But here goes.


For a Build with Mainstat/Luk, these two together would max blocking to that specific mainstat under this premise. But how much should luck add to the other two, provided the other stat is CHA or END? It still feels as though it should be lower like it is now.


If you look at hybrid scenarios, let's say such as STR/INT/LUK vs INT/DEX/LUK vs STR/DEX/LUK vs STR/DEX/INT here is what you find.

STR/INT/LUK- Max blocking to Melee and Magic, but +6.25 to Ranged if it's Luk/40 or +12.5 if it's Luk/20.
INT/DEX/LUK- Max blocking to Magic and Ranged, but +6.25 to Melee if it's Luk/40 or 12.5 if it's Luk/20.
STR/DEX/LUK-Max blocking to Melee and Ranged, but +6.25 to Magic if it's Luk/40 or +12.5 if it's Luk/20.

These three are all essentially equal, just versus different attacks.. It's a matter of it staff wants to allow Luck +6.25 or + 12.5

STR/DEX/INT- Here is one interesting scenario. It's +25 blocking if mainstat/10 or +31.25 blocking if mainstat/8. I feel as though not choosing luck, again, reduces offense, so it kind of feels like maybe luk/40 is the better answer. HOWEVER, in the three above scenarios, there is only boosted blocking to one of the three MRM.

So the table looks like:
---------------------------------- Mainstat/10+luk/20 -----------------------------Mainstat/8+Luk/40
Mainstat/Mainstat/Luk- +37.5 ---+37.5--- +12.5------------------------+37.5----+37.5----+6.25

Mainstat/Mainstat/Mainstat- +25------+25------+25------------------------- +31.25----+31.25----+31.25


After looking at this here, it still feels like maybe mainstat/8+luk/40 is better simply due to the offense vs defense dynamic of the stats.


But what about other builds, such as Charisma builds with Luck? This brings overall blocking down due to non-hybridization, but that might be ok de to the increased offense charisma provides. (and luck) But you could see how a say...Lucky Beastmage would prefer it be mainstat/10+luck20. But maybe that's simply going to have to be the trade off, since a beats build might be in FD armors and doing a lot of damage anyway. I think it works out.

So as for specific formulation, I think mainstat/8+luk/40 is more balanced. Then I think mainstat10+luk/20 for BTH is the better play, and leaves luck affecting bth more than blocking the better idea.

This would mean an END build that does not train luck, like backlashers, still take a BTH hit.

To me, it all fits.
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TOTAL PROPOSAL

Adjustments to existing stuff:
BTH
- Melee/Ranged/Magic all have Mainstat/10+Luk/20 for BTH
- Pets and Guests CHarisma/10+Luk/20 for BTH
- Charisma Weapons- INT/10+Luk/20 for BTH (since they are always magic weapons)

DAMAGE
- Ranged weapons use DEX/8.
-Melee/Magic remains as-is
-Charisma weapons-remains as-is

BLOCKING
-Universal Blocking from Dex Removed.
-Melee Blocking -> Strength/8+Luk/40
-Ranged Blocking-> Dexterity/8+Luk/40
-Magic Blocking-> Intelligence/8+Luk/40

EXTRAS
- All weapon attacks gain +STR/160 to damage (very roughly a 2.5% Melee damage boost)
- Initiative is now based on DEX + LUK + STR/2 + INT/2<--Good idea, gives Rangers something unique
- +DEX/50 status potence
- +END/50 status resistance.
- +[END/20]% to HP healing
- + INT/25% Melee HP barrier per spell-cast (This averages to 2.5% over 4 casts@250 INT) ----> The other two mainstats were given little "extras"

(IMR is considered adding +CHA/2 to init)



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BUILDS

Pure Warrior/Ranger/Mage-> Mainstat/END/LUK-
Benefits-Max damage for Mainstat, high HP's, max blocking to MRM of mainstat, max BTH, new END based stuff
Drawbacks- Lower blocking to 2 MRM, low usage of Pets/Guests

HYBRIDS

Traditional Hybrid- STR/INT/LUK
Benefits- Melee damage (highest of all weapon attacks), spells, accurate with both. Highest blocking to Melee/Magic.
Drawbacks- Low HP's, low blocking to Ranged attacks, low usage of Pets/Guests

Traditional Hybrid Tank-STR/INT/END
Benefits- Melee weapons, cast spells, High HP's, good blocking to Melee and Magic attacks, the new End-based stuff
Drawbacks- Very Low blocking to Ranged, lower BTH, low usage of pets/guests

Warrior/Ranger Hybrid- STR/DEX/LUK
Benefits- Usage of a wider selection of weapons..ie Melee and Ranged, good Initiative. Great blocking to Melee and Ranged attacks
Drawbacks- Low HP's, low blocking to Magic attacks, low usage of Pets/Guests

Warrior/Ranger Hybrid Tank- STR/DEX/END
Benefits- Usage of Melee and Ranged weapons. Good blocking to Melee and Ranged attacks. Good initiative. High HP's, the new END based stuff
Drawbacks- Very low blocking to Magic attacks, lower BTH, low usage of pets/guests

Hybrid BeastMaster- 2Mainstats/Charisma
Benefits- High usage of Pets and Guests, access to 2 weapon types, access to spells (if INT trained), Good blocking to 2 MRM
Drawbacks- Lower BTH, lower HP's, low blocking to 1 MRM

Tribrid (Scholar)- STR/INT/DEX
Benefits- High blocking to all 3 MRM, cast spells, large assortment of weapons at their disposal (especially if magic weapons get brought up to melee standards here)
Drawbacks- Low HP's, blocking to all 3 but not max, lower accuracy, low usage of Pets/Guests


Charisma Based Builds
- Same ideas as above, just likely has high mainstat damage and BTH (if luck), great blocking to mainstat (if luck), or High Hp's (if end).

But check this out: Charisma builds are outperforming non charisma builds in damage, but in my scenario that I have laid out, they are also THE LEAST DEFENSIVE because of training charisma, you might sacrifice END, you might sacrifice LUK, you might sacrifice a 2nd mainstat. Irregardless, it's justified because of the defense loss in various forms.


General Themes
1. Nobody gets max blocking to all 3 MRM
2. Luck affects BTH more than blocking, making sure if END is trained outside Pure builds than the trade off is lower damage in favor of defense.
3. Charisma builds remain highest offensive builds, as training charisma means you decided not to invest in something defensive, such as END, LUCK, or a 2nd Mainstat which feeds blocking for it.


Please use colours that are easier on the eyes for huge walls of text. ~ Ward




Dardiel -> RE: =AQ= Stat and Training Overhaul (3/24/2022 3:21:19)

I think that blocking is in the realm of "it doesn't feel like my choices have an impact", since players would almost always choose the mainstat that matches the offenses they want and would just treat other damage types as losing a coinflip rather than any sort of "punishment" for not getting blocking from the appropriate stat.

As such I think that the mainstats should focus on how they deal damage, plus niche advantages. For example:

Strength: Consistent damage; niche is that it deals pure damage

Dexterity: Inconsistent damage; niche is that it increases blocking

Intellect: High burst damage but low sustained damage; niche is that it gives MP

For the "inconsistent" aspect of Dexterity's damage, there's 3 options that I particularly like:

Setup and Payoff: Ranged attacks deal 75% damage, but attempts to apply a status called "Weakness Exposed" to the enemy. Ranged attacks against an enemy with the status would (instead of applying the status again) remove the status to deal bonus damage (for example the status application has a 50% save, and removing it gives a +50% damage increase) - this has the damage average out at 87.5% which is lower than Melee and doesn't have the burst of a spellcaster, but is still reasonable output over the course of a battle.
"Excess Accuracy": Ranged attacks deal 75% damage, but gain +5% damage for every 3 excess BtH (excess BtH meaning the amount a character's BtH could be reduced by to still land 100% of attacks). As above, the damage is much less predictable and incapable of bursting enemies but creates opportunities for damage increases that are most likely temporary (eg applying Defense Loss). In the case of effects like auto-hit, the un-modified BtH (ie what the attack's BtH would be without the effect) would be checked so that auto-hit doesn't become a nuke.
Ramping Damage: This one is more vague, but I've seen the idea of having ranged damage increase over a battle as a more direct contrast to Magic being assumed as upfront burst followed by low damage for the rest of the battle.

All three would give a unique damage graph to each mainstat (straight line STR, Spike then low line INT, wave or upward slope DEX) which means no stat is inherently better than any other, and players could then pick mainstats by more noticeable advantages - INT characters can grab STR for solid damage after their burst is over or DEX for bonus blocking and occasional solid hits, while STR characters can grab INT for the burst or DEX for the blocking (plus maybe for the damage in niche cases, depending on how ranged attack damage is implemented), while DEX characters can grab STR for the consistency or INT for the burst.




Veleqwii_Fox -> RE: =AQ= Stat and Training Overhaul (3/24/2022 7:38:25)

DEX has a lot going on for it right now, maybe it should just have a lower damage boost compared to STR/INT (maybe DEX/16, and then maybe buff the status potence or the blocking a TINY bit more?).

The niche it would fill is low sustained damage (like a Mage, but slightly higher), but more defensive/FD-leaning playstyle (with the blocking, initiative, status potence, and pet/guest BtH too?). Moreover, since Ranged weapons usually have "real specials" that don't use stat bonuses, the decrease from stat damage may not be as detrimental to the Ranger build




The Hollow -> RE: =AQ= Stat and Training Overhaul (3/24/2022 12:44:02)

Thank you for all the feedback and ideas! I know big changes can be a shock to the system, but this is a very large and necessary project, and we appreciate everyone's understanding. This will not be a Thursday release, no ETA yet when the updates will go live this week.




RobynJoanne -> RE: =AQ= Stat and Training Overhaul (3/24/2022 13:38:35)

Note: There's a TL:DR for those too busy to read the whole thing.
To preface this inevitably long post, I'd like to first address one point that's pervaded this thread since its conception: the exact nature of Cha's overperformance.

Cray provided the basics of what's happening.
quote:

Guests provide an output that is well above what they pay for. They should be paying 48% of a spell per turn, but cost 17.5% of one instead.
I'd like to give a quick primer so that we may all be on the same page. Spells and skills are worth 200% Melee. A mage's turn is worth 75% Melee, so a mage must pay 125% Melee to bring their damage up to that 200% Melee level. This is the very principle that governs how the MP bar works. We have just enough MP to cast 4 spells, which is 1 per 5 turns under the 20-turn model. That means that mages are assumed to be attacking for the other 4 turns. 4*75%+1*200%=500%. Thus, mages have an early burst followed by a dropoff later in battle to on average equal the output of warriors. Now, guests provide 60% Melee with full stat investment. Since a spell costs 125% Melee, 48% of that 125% is 60%. This is what Cray means when he says they should be paying 48%. In AQ, to gain power, you must pay an equivalent amount. Guests do not do that. Guests currently cost an upkeep of 21.875% Melee, which is 17.5% of 125%. Cha is indeed overperforming, but more specifically, guests are the problem. Legendary Ash explained the reason for this overperformance, but I'll provide another explanation. The source of the difference between a guest's output and its upkeep is Cha weapons. Cha weapons are worth 75% Melee. 25% Melee is sacrificed to be given to the guest. Because one needs a guest to deal the full 100% Melee damage, guests get a further decompression bonus. This decompression bonus is currently 13.125% even though decompression is usually only worth 5%. 21.875%+25%+13.125%=60%. This is how a guest works.

So, there are a couple of problems here.
First, the decompression bonus is wrong. If this could be fixed (as Cray has stated, this can't be fixed), then Cha would be balanced if not for the existence of pets. Cha also provides benefits for pets. This is the reason why Legendary Ash earlier brought up the idea that pets could scale with mainstat. This way, beastmasters would not be any different from investing in Cha and the mainstats. Unfortunately, this solution comes with its own problems, one of which is related to the overall problems with the assumptions required for guests to exist. The other problem is that this damages beastmaster as an identity far too much. Pets are for beastmasters. That is how things are and how they should be, or the name would be quite the misnomer.
The primary problem is that all of this hinges on the idea that Cha is a mainstat, so there are a ton of Cha weapons for beastmasters to use. As I'm sure everyone who's played the game for an extended time will know, Cha weapons are rare beyond belief. Cha weapons justify the output of guests, but assuming the use of Cha weapons is inherently absurd when we do not even have enough of these to cover all 8 standard elements.

There are no easy solutions to the guest problem since as Cray alluded to, guest upkeep cannot be universally changed with a simple fix. It must be manually changed per guest. One solution is to make all weapons one uses while a guest is out pay 25% Melee damage. This would change the assumption of Cha weapons to just be something that is always true, fixing the absurdity of that assumption. We would need to fix the decompression issue as well, which could involve either paying a further 8.125% Melee, reducing guest damage by 8.125%/60%=13.54%, or reducing SP regen by 8.125% Melee. Another would be to just reduce guest damage output accordingly and make guests deal 25% Melee more damage while one's wielding a Cha weapon. Neither solution is ideal, and I leave the devs to their discretion for choosing one of these or creating a solution of their own.

Now, with all that out of the way, I can address some points.
Cha weapons are considered "Magic" because both are worth 75% Melee, so it's convenient for players to see immediately that Cha weapons are worth 75% Melee if classified as a Magic weapon. It'd be quite annoying for a Cha weapon to deal Melee damage but still be worth only 75% Melee. However, this still means that Cha weapons and Magic weapons are not linked inherently. Thus, SapphireCatalyst's suggestion that Cha weapons use Int for BtH is based upon a misconception.
There's also the idea that Cha should be reclassified as a Mainstat. That would have to get into what exactly defines a Mainstat, but for me, it is the ability to use that stat regularly to attack normally. Cha weapons would make Cha close to that definition, the closest of the three secondary stats, but frankly, as the assumption Cha weapons has gotten us into the mess, I'd like to avoid this.

Now, I'll address the other elephant in the room: the nature of Dex as it stands now based on the plans the devs have provided so far. Dex is too strong, which I think is apparent to everyone. It provides almost the same amount of damage as Str but also has MRM, more Initiative, and Status Potency. It needs to be brought in line with the other Mainstats.

First, MRM. The current assumptions have monster hit rate be 85% and the complement of that is 15% for our dodge rate. All items that proc off blocking an attack and getting hit are based off this. I'll use the dodgelasher's favorite tool Titan's Fall as an example. Titan's Fall has the following effect:
quote:

You take +(15/1.4)% = ~+10.7143% more damage but deal (15/0.15/2)% = 50% melee for each blocked enemy attack as "Counter Damage".

The shield makes you take 15% Melee more damage to get a 15% Melee effect. That effect is modified by a /0.15 for the 15% dodge rate and a /2 for the assumed number of hits a monster does per turn. Slime Barrier, which has the opposite kind of effect, has the following effect:
quote:

MC effect is that at start of your turn, you get hit with a fake attack similar to the Titan's Fall shield. This attack is worth (5*0.85/0.85/2)% Melee per hit that you took in the prior turn, and is Heal element.

This effect is 5% Melee modified by *0.85 for being an auto-hit healing effect, /0.85 for requiring you to be hit, and a /2 for the assumed number of hits a monster does per turn.
As we can see, both items work off the assumption that monster hit rate is 85% and dodge rate is 15%. However, this assumption only works if one has investment in Dex and Luk, as those two stats are required to reach the 15% dodge rate. Without Dex, one's dodge rate plummets to below 0%. This isn't a problem right now since all builds are assumed to run Dex due to its nature as one of the primary sources of BtH, but this won't be the case when the stat revamp comes. Unless we change a whole bunch of items to reflect the necessary change in assumptions, I think it's better if Dex just stops playing a role in dodge (Luk can still be assumed due to its nature as a supplementary stat for all builds).
To solve this, SapphireCatalyst brought up the idea of splitting MRM based on Mainstat, but as KorribanGaming pointed out, this solution would effectively neuter dodge playstyles since they cannot choose what type of damage a monster does. I propose a solution with two different implementations that could fix this. Since all builds are assumed to run a Mainstat, we can instead just make all Mainstats provide MRM. That is, instead of Dex/10, we could just make it Mainstat/10. The two different implementations are that this takes Max(Str, Dex, Int) or that it takes Min(Str + Dex + Int, 250). The former is more similar to Dex/10, except it just lets any of the Mainstats take the role. The benefit of the former is that players can overcap. The latter instead caps MRM to what one would get with 250/10 but allows for the mixing-and-matching of the three mainstats to support builds that do not run full investment in any single Mainstat. Both solutions allow for the current assumptions to exist to let dodge be a viable strategy for all builds that run Mainstat.

Second, Initiative. This is fine even if stronger than Str's damage boost. It lets Dex keep its identity of being quick. This, as Zork Knight noted, is worth ~10% Melee right now while Int and Str get ~5% Melee since +105 Initiative is valued at 5% Melee.

Third, Status Potency. As DoTs and status effects in general are unaffected by lean, this benefits FD Rangers. This also plays into Neko's strengths, and Neko is generally regarded as one of the best armors for FD Rangers. Unfortunately, I don't think this benefits FO Rangers as much for the very same reason of lean. It does let FO Rangers have some inherent extra versatility as a unique identity, but there are other solutions to that problem. This also pushes Dex higher than Str since +5 Status Potency is 5% Melee when Dex already has 5% Melee more Initiative. Personally, I like the idea of giving End Status Potency and along with its other buffs recently allows the possibility of reducing the crazy amount of HP End gives currently.

I think these rein in the power of Dex, but they do not really fix its identity issue. For that, I agree with Dardiel in letting Dex have a different damage graph. I prefer the upward-sloping line since that lets Dex contrast Int while Str is in the middle and because I just dislike inconsistency in damage. I'm also hesitant about the excess accuracy idea since with the stat revamp, Dex is no longer inherently more accurate than the other Mainstats. That lies solely in the purview of Ranged weapons, and while Ranged weapons have traditionally been more accurate than their Melee counterparts, the devs have strayed from this recently. I'd rather Dex's damage graph be inherent to the stat rather than be dependent on equipment.

As a final note, I'd like to correct the misconception that Int should also get a buff. Currently, Str and Int are balanced to deal the same amount of damage as I had explained near the beginning of this post. Str is getting a slight buff because Int is inherently more versatile, as mages can use their MP bar that costs 25% Melee weapon damage for anything they choose while warriors are locked to dealing damage. This slight damage buff makes the two stats inherently unbalanced to give Str a leg up for this sacrifice of versatility. Ideally, the two stats would be balanced, but warriors just do not have nearly enough options for this to be reasonable currently. To give Int a buff would be to return to status quo when the entire goal is to fix the problems with the status quo.

This is a massive post, so this is a TL:DR
1) Cha is overperforming because guests do too much for too little. This is due to assumptions of Cha weapons.
2) Cha weapons are valued like Magic weapons, as both pay 25% Melee damage for something, but the two are not the same thing.
3) Dex is overperforming under the current stat revamp plans due to its MRM, Initiative, and Status Potency together.
4) MRM could instead be something that all Mainstats share. This could be done by taking Max (Str, Dex, Int)/10 or Max(Str + Dex + Int, 25).
5) End is similarly overperforming, so we could shift the Status Potency effect to End and reduce the HP End gives.
6) Dex's identity needs to be addressed. Dardiel has good ideas to let it have its own unique damage graph whether that be inconsistent damage or a steady increase over time as the opposite of Int's burst followed by reduced output for the rest of battle.
7) Int should not be buffed. Str is buffed because it's inherently less versatile despite the two being mathematically equivalent. Buffing Int returns the two to mathematical equivalence when that is the opposite of the intent.




Sapphire -> RE: =AQ= Stat and Training Overhaul (3/24/2022 19:30:37)

^ A lot of good stuff in this post. I am happy others are finding that dexterity needs to also lose it's universal blocking.

I view current blocking meta as OP, and there is one way and one way only to get boss battles past this, and that's auto-hit. I do not wish to see every new boss be auto-hit, so the ideas for MRM I provided means that *no build gets max blocking to all MRM*

The game needs blocking, but not universal. Like with everything else nearly in AQ, you decide this, at the expense of that. My solution does the same for blocking.

In addition, I usually run a Lucky BM and this has literally such low blocking that most level equivalent monsters will never miss me. I am fine with that, but I *can* play dodge with it still, it just takes more and a different variety of stacks. That's all. It's not out of the purview of possibilities at all. I think a lot of players who've never taken the time to TEST it just simply don't know any better.
In addition, defense is also about HP, elemental resistance, etc. These matter, too, and the game's been pushing more and more towards not mattering, and this is reigned back a little.

You can still choose blocking focused builds, it just means hybrids training 2-3 Mainstats.

I do, however, disagree with mainstat/10 and am in favor of mainstat/8 where luck goes from luck/20 to luck/40. Keep luck offensive focused, but dabbles in defense. Because END may make a comeback..and we don't need 2 secondary/tertiary stats playing defense *if* mainstat is too. And since luck would lose blocking (compared to the proposal), move BTH from luck back to luck/20. This is *crucial*, as all builds need trade-offs, and the current proposal is taking END (a defensive stat) and you are not losing enough BTH for that decision in *non pure builds* (I assume mainstat/end/luck is the new pure build)

This is one HUGE advantage of the new pure build. You get all the HP's and anything else luck offers and you KEEP max BTH, and the drawback is simply blocking to the other 2 mainstats.

But other builds who trained END will automatically lose BTH because the decision will have been END in favor of LUK, which should be providing a bit higher bth than the proposal. Imagine backlash builds if the current BTH proposal stays. Where's the drawback? Name 1!! This proposal from me at least reduces a backlash build's BTH, and if you include the mainstat blocking, it may not be all that effective backlashing versus the same mainstat attack as now it can block it.


In regards to charisma, I view it as *not* a mainstat. To me it's the "offensive build" in AQ. Max offense would be a single mainstat, charisma and luck. All providing offense. You don't have END, and only good blocking versus 1 Mainstat. It's likely the least defensive build in the game, except through a variety of ways it can change this. Half guest/pet damage to pay for blind, choke, etc. NO damage to pay for blocking pets/guests. There are a couple that will still do damage but also give blocking.

Even if you did a Charisma/END build you still sacrificed blocking to 2 mainstats, or if you wanted to have 0 mainstats and just use charisma weapons that's the ultimate low blocking build.

In all Beast-scenarios, its lower overall defense, even if you did a 2 mainstat charisma build, charisma/end/luk build (<--another reason to lower lucks blocking)

Charisma might be overperforming, and might still need an adjustment, but it's not as bad as one thinks because it is sacrificing a lot of defense for this offense. It's the offense build, with these changes.




Armyidiot -> RE: =AQ= Stat and Training Overhaul (3/24/2022 22:01:22)

For the question of how to give Strength the edge it needs to viably compete with Dexterity and Intelligence for combat stats, I had a few ideas I'd like to share. Some more outlandish than others, but hopefully each a possible answer.

1. Damage Resistance.
Just some basic dr added onto the STR stat. I don't quite know how much would be sufficient, maybe a multiplicative 25% at 250? Since STR's focus is high sustainable damage, being able to sustain yourself for longer fits in with the theme of being a big stronk warrior who don't need no healers.

2. Higher Minimum Damage.
Raising up the minimum damage closer to the maximum damage could enable higher long term damage numbers without increasing the cap of damage too wildly. Inspired by a homebrew rule I saw for dnd called "momentum" where your minimum damage for a damage roll was your strength modifier, so you couldn't get screwed by a 1 on a d12 weapon.

3. SP Damage Scaling.
An absolutely crazy idea that boils down to increasing your damage based on your current SP pool total. For instance, if your SP pool is empty, you wouldn't receive any bonus damage, while if it is 50% full, then using the Attack option would make your basic attack do say 10% more damage, and if it was full it would do 20% more damage. The values for Melee, Ranged, and Magic damage could each be tweaked to fit the system and how each stat is used.




Veleqwii_Fox -> RE: =AQ= Stat and Training Overhaul (3/24/2022 22:17:25)

quote:

The source of the difference between a guest's output and its upkeep is Cha weapons.


I agree with this, but:

Here are some numbers I calculated (in terms of % melee per turn, assuming 0 LUK):

250 STR/0 CHA - Total Damage: 120%, 155% with guest
Base Melee Weapon Damage: 51%
Melee Weapon Stat Damage: 49%
Base Pet Damage: 20%
Pet Stat Damage: 0%
Base Guest Damage: 35%
Guest Stat Damage: 0%

0 STR/250 CHA - Total Damage: 91%, 156% with guest
Base Melee Weapon Damage: 51%
Melee Weapon Stat Damage: 0%
Base Pet Damage: 20%
Pet Stat Damage: 20%
Base Guest Damage: 35%
Guest Stat Damage: 30%

Assuming there are absolutely no CHA weapons in-game, it would be the same. But due to the presence of CHA weapons, the total weapon damage of CHA users gets bumped to 75% (instead of 51%), making their total at 180%

However, there are also non-CHA pets and guests in-game (Ramssy, Chilly, etc.). These use 75% mainstat, so the total pet/guest damage of STR users become 75% (instead 55%), making their total at 175%. This is 5% lower, but they do take into account other additive/multiplicative bonuses from weapons and armor leans (for better or for worse).

This kind of makes CHA and other main stats on equal footing, which might suggest that CHA overperforms by being equal to a main stat in terms of performance while only being a secondary stat.

Now I think it's unfair to CHA, when you view it as over-performing. Guests are never assumed since they are an extra cost not accounted for in 20-turn models, so a 250 CHA player would always lose to a 250 main stat in terms of damage per turn.

EDIT: In a sense, there is balance. The problem with CHA weapons (making Beast builds deal more than they're supposed to) are balanced by non-CHA pets/guests (making Pure builds deal more than they're supposed to). However, these "non-standard" items are superior to their standard counterparts because both of them make their builds stronger than they're supposed to, making both of them problematic. The only "redeeming factors" they have are that they're rare/premium and the available items do not have complete elemental coverage.



Just wanted to add, if assuming 250 LUK as well (meaning 100% melee = 250 STR/250 LUK):

250 STR/0 CHA/250 LUK - Total Damage: 123%, 154% with guest
Base Melee Weapon Damage: 44%
Melee Weapon Stat Damage: 43%
Weapon Lucky Damage: 13%
Base Pet Damage: 18%
Pet Stat Damage: 0%
Pet Lucky Damage: 5%
Base Guest Damage: 31%
Guest Stat Damage: 0%

0 STR/250 CHA/250 LUK - Total Damage: 97%, 154% with guest
Base Melee Weapon Damage: 44%
Melee Weapon Stat Damage: 0%
Weapon Lucky Damage: 13%
Base Pet Damage: 18%
Pet Stat Damage: 17%
Pet Lucky Damage: 5%
Base Guest Damage: 31%
Guest Stat Damage: 26%

Some observations:

CHA gives as much as STR (43% melee) but you HAVE TO have a guest out == extra cost. This makes it slightly inferior (secondary stat only), and STR does have other bonuses (i.e. ranged damage).

If using CHA weapon (78% melee accounting for LUK), CHA-build gets 175%
If using non-CHA pet/guest (30% for pet, 39% for guest - not boosting LS), STR-build gets 169%
Still both roughly equivalent, and greater than the expected 154% (another issue)

[If you want further details on I got these values, I would be happy to communicate through PM]




So I did some thinking, and now I don't necessarily dismiss the idea of CHA overperforming.

Mathematically, CHA would only equal a main stat if guests are included in the assumption. Which makes it kind of inferior, considering that the "extra cost" can be used for other purposes (spells, skills, etc.)

However, practically, guest are RARELY unused. With SP/MP regeneration being so easy (EO, EoC - which is a seaparate issue), and guest upkeep being slightly lower than they're supposed to, guests easily break the model. Moreover, a lot of effects are tied with CHA (pet/guest effects - which are a LOT more diverse/reliable than weapon effects: MRM, paralyze, DoTs, etc.). There is indeed a concern to be addressed.




Korriban Gaming -> RE: =AQ= Stat and Training Overhaul (3/24/2022 23:17:32)

quote:

Pets are for beastmasters. That is how things are and how they should be, or the name would be quite the misnomer.

I disagree with this. Everyone should be able to use pets, Beastmasters on the other hand, should be able to use them MUCH MORE effectively than a build with 0 CHA. Locking out an entire menu for 0 CHA users sounds silly to me. In the past, we used to have pets that have a chance of not acting if the CHA requirement wasn't met, I think this is a good time to reintroduce this for SOME of the NEW pets that have yet to be released since 0 CHA builds now already have plenty of other options to choose from.

quote:

Cha weapons are rare beyond belief. Cha weapons justify the output of guests, but assuming the use of Cha weapons is inherently absurd when we do not even have enough of these to cover all 8 standard elements.

quote:

There are no easy solutions to the guest problem since as Cray alluded to, guest upkeep cannot be universally changed with a simple fix. It must be manually changed per guest.

Sounds to me that CHA weapons are the problem then, not pets or guests. And since there's so little CHA weapons in the game, why not change those instead of the hundreds of guests? Instead of having those weapons scale entirely off of CHA, have 1/2 or 3/4 of it scale off a main stat like STR, DEX or INT instead and the remaining 1/2 or 1/4 scale off CHA.

CHA to me is a secondary stat like END and LUK that supplements the playstyle of the main stats like STR, INT and DEX. It is not feasible enough for it to be a main stat on its own.

quote:

We would need to fix the decompression issue as well, which could involve either paying a further 8.125% Melee, reducing guest damage by 8.125%/60%=13.54%, or reducing SP regen by 8.125% Melee. Another would be to just reduce guest damage output accordingly and make guests deal 25% Melee more damage while one's wielding a Cha weapon.

I am personally VERY AGAINST nerfing guests whether it's in terms of damage, upkeep cost or both. Why would I pay 300 SP for a guest to do 100 damage when I can pay almost the same amount to use a skill that can do 2k damage? It just doesn't make sense. Guests may seem very unbalanced on paper but in the case of actual gameplay, that is most definitely not the case. This also brings me to the point I mentioned in my first post on this thread
quote:

Also, balance on paper =/= balance in the game. I am not someone who is knowledgeable regarding math in the game but what I do know is that just because it makes sense on paper doesn't mean it will make sense in the game (Neko Doll, Revenant, Living Armor). Rather than ensuring that everything is following the same math/balance "standard", why not just playtest the items in the game with a few other meta items and see how it fares up? I personally think being so caught up in the numbers on paper blinds you to how the item actually performs in-game.

Guests aren't an insta-win item and for their current upkeep cost, the damage they put out is justified, not too low to the point of it not being worth upkeeping and not too high to the point of it being OP.

quote:

Since all builds are assumed to run a Mainstat, we can instead just make all Mainstats provide MRM. That is, instead of Dex/10, we could just make it Mainstat/10. The two different implementations are that this takes Max(Str, Dex, Int) or that it takes Max(Str + Dex + Int, 25). The former is more similar to Dex/10, except it just lets any of the Mainstats take the role. The benefit of the former is that players can overcap. The latter instead caps MRM to what one would get with 250/10 but allows for the mixing-and-matching of the three mainstats to support builds that do not run full investment in any single Mainstat. Both solutions allow for the current assumptions to exist to let dodge be a viable strategy for all builds that run Mainstat.

This would essentially make STR/DEX/INT hybrids one of the best if not the best build in the game. You have all the damage capabilities running this build and with this suggestion, this build would get maximum dodge capabilities as well. The trade-off running such a build is that you're essentially a glass cannon, maxing out it's dodge capabilities takes away one of the very few downsides of such a build, thereby making it (dare I say it?) OP.

quote:

Personally, I like the idea of giving End Status Potency and along with its other buffs recently allows the possibility of reducing the crazy amount of HP End gives currently.

I like this suggestion. Shift Status Potency to END but reduce the amount of HP END gives.

quote:

As a final note, I'd like to correct the misconception that Int should also get a buff.

I agree with this. INT is fine where it currently is and doesn't need a buff.

On a final note, I would like to question the weird obsession with standardization across the game. I believe we have many examples of different items which are both UP and OP that show that balance =/= standardization. An item can be balanced without following the regular standards. Items have different effects and are good/bad depending on the situation. Unless the items are meant to be direct elemental clones of another item, I don't see why items should all have the same "standard". Why is it then that some items are better than others despite both being supposedly balanced and having the same mathematical standard?




PD -> RE: =AQ= Stat and Training Overhaul (3/25/2022 0:27:30)

An oddity I noticed from the twitter picture - it still references the 3 stat trainers, but the battles are removed. What purpose are the stat trainers going to do, or is this just left over and we'll see the old references to the stat trainers gone?

Also still hoping the staff takes a look at my suggested training UI. As I said I know they probably won't go with something like this (although I highly recommend it), I feel like they should at least explore it - This kind of release in general I know we're not going to get right the first time because even if we agree with it on paper, we won't be able to tell for sure until we actually start playing it, so I ought to believe this should be the first of many necessary adjustments to stats coming to the future. Numbers isn't the end all be all of what I would consider a good stat/training update. It also has to "feel" right, which I feel like a lot of people have been forgetting about. Part of the feedback shouldn't just be limited to the stat numbers themselves, but also the "playability" of this all, hence my plea for them to consider UI changes and/or feedback once we know what this looks like. At this point I'd actually be okay with using the native actionscript elements instead of the new overlays (although it doesn't hurt). What matters to me most at the end of the day is the usability of this all.

Connected to this all - a plea for a sneak peek of the training/untraining UI. Even if it's not the final design.




Lorekeeper -> RE: =AQ= Stat and Training Overhaul (3/25/2022 1:17:40)

Items must follow the same standards because these are the set of rules by which items are created. There is no more of a weird obsession with standardization when balancing items than there is one with grammar or syntax when writing a coherent, understandable sentence.

I explained in my prior reply that mathematical balance and item standards are essential parts of balance. Human error can create isolated outliers when something is mathematically outbalanced or in breach of standards, and any changes in said standards effectively result in older generations of items. An item can be overpowered or underpowered while complying with standards, as was also explained before, and this is the very reason and method for the evolution of standards: The exploration that determines whether experimental concepts and executions are good for the game or not.

Consistent standards are also an essential tool of communicating system details and design decisions between devs and to players. They are also the set of boundaries by which we can pursue being fair to all players. Purely arbitrary design would entirely devalue our word as developers, as there'd be no reasoning beyond developer fiat. Integrity and fairness wouldn't be part of the equation, and there'd be no set of rules by which players could make a valid comparison of items when something is underpowered and in need of fixing.

I hope this explanation is a useful reference.




Ward_Point -> RE: =AQ= Stat and Training Overhaul (3/25/2022 1:20:10)

Alright, I'm going to be heavy handed now. I will have the last word on CHA in this thread.

Facts:

Investment into Strength increase player output by 43%.

With 250 CHA, Players get +32%% increased damage (CHA Weapon), 20% (Pet) and 20% (Guest). CHA is doing a little too much, notwithstanding Guests being TOO efficient (21% cost to deal 60% melee)

Once again, this thread is not intended for debating CHA. Which Staff have stated REPEATEDLY that will be handled at a future time. Posts in this thread should deal with the proposed Stat Changes that are posted in the first post.

Posts should deal with the proposed changes as listed in the first post.

Korriban:
Max(STR, DEX, INT)/10 implies selecting the highest stat and dividing by 10. The maximum value allowed is 250/10=25.
Max[(STR+DEX+INT)/10, 25] implies that even at 750/10, the value caps at 25.

The proposed formula changes cap MRM from stats at 25.




Korriban Gaming -> RE: =AQ= Stat and Training Overhaul (3/25/2022 1:40:13)

I would like to reply to Cray but I will stop myself here and perhaps start another thread to do so since the original intention of this thread is to discuss the stat changes and I will respect that. Same for the CHA argument.

quote:

Korriban:
Max(STR, DEX, INT)/10 implies selecting the highest stat and dividing by 10. The maximum value allowed is 250/10=25.
Max[(STR+DEX+INT)/10, 25] implies that even at 750/10, the value caps at 25.

The proposed formula changes cap MRM from stats at 25.


Isn't 25 MRM quite alot? I don't think any build out there plays with stats that are less than 250

quote:

Both solutions allow for the current assumptions to exist to let dodge be a viable strategy for all builds that run Mainstat.

All builds do run a mainstat of some form unless it's a weird 250 END, CHA, LUK build. To implement this change would mean that anyone not running dodge in their setup is losing out a very effective form of defense for whatever build they're running. Would that not make dodge oversaturated/OP?




Primate Murder -> RE: =AQ= Stat and Training Overhaul (3/25/2022 2:13:53)

I haven't really been following the discussion of Discord, so I apologize in advance if these ideas have already been suggested or dismissed, but I wanted to post some of my personal thoughts on Dex:

On damage:

I like the idea of ramping up damage, in theory. Unfortunately, its practical implementation seem like it'd be a lot more thorny. For one thing, it'd have to be based around the 20-turn model, which is already borderline obsolete and will become more so with the stats revamped. For another, it kills FO rangers who, by definition, end the fights 2.5 turns earlier due to the armor lean alone.

Maybe some kind of Dex vs Dex save could be implemented, dealing 75% melee on fail and 100% on success, which straddles the line between Melee and Magic weapons, but even that is not without pitfalls, as status potency/weakness would then disproportionately affect Ranged damage.

I wish I had a better suggestion, but I don't. I genuinely have no idea how to give Dex a distinct identity damage-wise.

On blocking:

I have to admit, I don't like the way blocking works now. The base presumption on any dodge items is that you're using a pure build with maxed out Dex and Luck. Instead of rewarding people for investing in the right stats, you're punished for using werepyre hybrid, backlash, beastmaster or tank builds.

I was wondering about the merits of retaining Dex as the main blocking stat, but lowering its effect. What if the base chance to dodge (from equipment alone) was raised to 10%, and maxing out Dex gave 12.5% more? It more or less retains that same 15% dodge rate, with Dex acting as a player based trigger: -5% at 0 Dex, +7.5% for stat-based trigger.

On status potency:

I'm actually opposed to this? It feels like it'd blur the line between Dex and Luck even further, which goes against the idea of giving Dex a distinct identity. Splitting the initiative between the two already feels sketchy.


Looking back at the post, it feels like I'm criticizing more than contributing, but those are my honest thoughts on Dex.




Ward_Point -> RE: =AQ= Stat and Training Overhaul (3/25/2022 3:18:37)

Some context about Blocking
Current Formula: DEX/8 + LUK/40 = 37.5 MRM.
New Formula: DEX/10 + LUK/20 = 37.5 MRM

Basically, due to the additive nature of accuracy in AQ, at level 150, you literally cannot dodge until you have at least ~200 DEX.

While unrelated to Build Identities as a whole, the balance of STR/DEX/INT is important. It is well known by now that DEX has all the power of STR and has the defensive capabilities in Blocking.

RobynJoanne has further raised that all existing gear that is Blocking dependent is predicated on a 15% Block Rate. The proposed changes create a situation where Warriors and Mages that do not choose to train DEX will almost never be able to take advantage of anything that depends on a successful Block to take effect. For this reason, it has been suggested that Blocking be delinked from DEX and instead, tied to any Mainstat. Basically, as long as you have 250 in a Mainstat, you will gain 25 MRM so that standards can still be maintained for Warriors/Rangers/Mages equally. This maintains the defensive status quo, but could cause issues in defining build identity from a defensive standpoint.




Sapphire -> RE: =AQ= Stat and Training Overhaul (3/25/2022 5:14:57)

I feel as though defensive identity isnt something set in stone, as decoupling DEx from blocking simply means your "build", ie Mage, Warrior, Ranger, Hybrid, etc is the identity as a whole, and by in large what you are good at offensively is what you are good at defensively. In terms of player vs monsters, It's like warrior vs warrior stalemate. Mage vs Mage stalemate. Ranger vs Ranger stalemate. This will prove to be beneficial for balance and for staff's ability to create monsters who might do well versus specific builds, but not so well versus others. As Cray has pointed out numerous times, we shouldn't be causing monster/boss creation to be hindered via stuff, such as OP items, etc but this stats revamp encompasses it.

I do have a question for staff, and maybe if they're willing, answer with some of the thought process.


It looks like you all wanted luck's role with blocking and BTH to be more for blocking and less for BTH. I am not personally against the "more for blocking" approach as I think a well rounded contribution would be nice , especially *if* DEX were to be decoupled from universal blocking.

But IMO, the "downside" of not training luck on other END builds outside of mainstat/END/LUK (since you're training both) means a defensive training decision may look more favorable to players if BTH as a whole is still high. Example builds are Hybrids. Mainstat/Mainstat+END vs Mainstat/Mainstat+LUK When you compare this creates an interesting situation.

Assuming the decoupling of Dex from blocking...

Mainstat/Mainstat/END -> Blocking is +25 +25 +0 but with HiGH HP's and only a 6.25 loss to BTH.

Mainstat/Mainstat/Luck -> Blocking is +37.5 +37.5 + 12.5 with max bth to 2 attack types, but low HP's

But when you go with backlash build, Mainstat/CHA/END -> +25 +0 +0 But HP's are high and BTH only loses 6.25. Would you consider the backlash build/style OP due to not enough BTH loss, or since there was a decoupling of Dex from blocking now you've forced backlash to actually block better versus 1 mainstat as a balancing factor, thus justifying the BTH?

I guess whats the thought processes here? I just wish to seek better understanding. Thanks

-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

Edit for idea^
Circling back to "defensive identity", I had an idea but IDK if it's possible.

What if the following was scrapped:
+END/50 status resistance.
+[END/20]% to HP healing

Instead, you have an If, Then relationship with END, tied to Mainstat. This assumes END is trained, and if so, it looks to the Mainstat for the build-specific add-on.

If you have END+DEX, then you see the +END/50 status resist
If you have END+STR, then you get the +[END/20]% to HP healing
If you have END+INT, then you get some other benefit.

THIS, is your defensive build identity, amongst the other potential changes to blocking.




Korriban Gaming -> RE: =AQ= Stat and Training Overhaul (3/25/2022 6:33:43)

quote:

This maintains the defensive status quo, but could cause issues in defining build identity from a defensive standpoint.

Yes, this is the problem. Any normal build out there has points in at least 1 main stat. This proposed change would mean that all builds can be a defensive build too and you would just need to include 1 set of defensive equipment in any build for them to achieve this. Those who choose not to do so are losing out on a very solid defensive option to fall back on. That kinda goes against the goal of wanting to establish clear build identities.

quote:

Circling back to "defensive identity", I had an idea but IDK if it's possible.

What if the following was scrapped:
+END/50 status resistance.
+[END/20]% to HP healing

Instead, you have an If, Then relationship with END, tied to Mainstat. This assumes END is trained, and if so, it looks to the Mainstat for the build-specific add-on.

If you have END+DEX, then you see the +END/50 status resist
If you have END+STR, then you get the +[END/20]% to HP healing
If you have END+INT, then you get some other benefit.

THIS, is your defensive build identity, amongst the other potential changes to blocking.

This sounds like a good suggestion if DEX is delinked from blocking! Maybe give INT a little bit of MRM like 1 point of MRM per 50 points of INT? This should be very small so INT doesn't become the old DEX. (Blocking now scales with LUK mostly and a bit using END + INT) Overall MRM is capped at 25 as per Robyn's suggestion or maybe lower if LUK is doing too much for a single stat. So to get max blocking you would be running a Lucky Tank Mage build. Think of it as END blocking physical attacks and INT blocking the magical attacks and LUK for when you get, you know, lucky. Though I don't know how hard it is to code it like this.




ruleandrew -> RE: =AQ= Stat and Training Overhaul (3/25/2022 8:09:21)

New block rate idea
Block rate melee: (STR / 30) + (MS / 30) + (LUCK / 30)
Block rate ranged: (DEX / 30) + (MS / 30) + (LUCK / 30)
Block rate magic: (INT / 30) + (MS / 30) + (LUCK / 30)

MS is take the highest value among player STR value, player DEX value and player INT value.




Sapphire -> RE: =AQ= Stat and Training Overhaul (3/25/2022 14:27:16)

Ok so 3 things. I hope we arn't now talking about removing luck from blocking. It would need to be removed from BTH too, so we can maintain 85% hit rates, with some formula alterations. This makes luck comparatively weak. So that's that...


Second,

On build identity, I placed the idea on my previous post, but I wanted to make a slight edit to it.

First, staff gave END 2 new add-ons. My idea is essentially 1 based on mainstat. In order to keep 2 things, here's the edit.

Keep the status resist 5 simply from training END. All END players get this.

Now the "2nd" thing is based on mainstat.

For warriors, I think it should be a 5% Melee power damage reducer. END/50% damage reduction if END+STR. Warriors are in close and are hardier.

For Ranger, I think it should be a 5% Melee power universal blocking add-on if END+ DEX is trained. Rangers fight from distance, making the ability to perceive incoming hits are coming and thus can avoid them better. This makes more thematic sense. So Dex can still play a role in blocking, but only through its END ties, and only 5% Melee in power. I am unsure how much this is. 3? 5? IDK

For Mages, I think this should be HP barriers post-attack, = to the same power and effectiveness of the warriors' damage reduction. The same thing essentially, just a different mechanism.

So defensive identity is carved out and you give END some things that make it more attractive.


Third, in reviewing the initiative plan, we are also dealing with the same OP-Dex concept that we keep clinging to..
Making 1 mainstat more powerful than the other 2 is not balanced. I propose that Dex also be Dex/2 and keep CHA out of it, and keep Luck's full stat.

Also, There should be initiative bonuses tied to 100 Proc weaponry of all types. This is where you create some Ranger identity (would work with wands too) but its tied to 100 Proc only. This would also incentivize the use of the never-used 100 proc Melee weapon. Unequipping the weapon removes initiative just like with Tempest.

Lastly,
@Rule, I fail to see the benefit of your idea. It feels like a more complicated way to do the same thing we have proposed? IDK





The Hollow -> RE: =AQ= Stat and Training Overhaul (3/25/2022 15:31:11)

We are getting closer and, barring something catastrophic, the release will go live Saturday around the usual release time! Here is a preview of the updated UI. Untraining will be free, and reset all of your stat points in town or Estate owners will still be able to untrain as many points as they need. Do not worry about any text I posted in the preview, most of it is or will be outdated. You can select which stat you want to train then click on the numeric values to the left. We're always open for ideas and suggestions on how we can improve the player experience and I like the slider idea a lot!

And yes, the stat trainers will officially be unemployed... but this is definitely not the last you've heard of them.




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