Sapphire -> RE: =AQ= Stat and Training Overhaul (4/8/2022 15:14:54)
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New Updated Proposal From Me TOTAL PROPOSAL BLOCKING -Universal Blocking from Dex Removed. -Melee Blocking -> Strength/8+Luk/40 -Ranged Blocking-> Dexterity/8+Luk/40 -Magic Blocking-> Intelligence/8+Luk/40 ~This means mainstat provides blocking to said mainstat only, and hybridizing decisions give you more blocking to that mainstat. Hybrids already will lack weapon-type specialization, and the counter to this is higher defense. That's the trade-off. You would still have lower blocking to 1 mainstat (the one you didn't train), but you could still train all 3 if you wanted BTH - Melee/Ranged/Magic all have Mainstat/10+Luk/20 for BTH - Pets and Guests CHarisma/10+Luk/20 for BTH - Charisma Weapons- CHAR/10+Luk/20 for BTH ~Since Mainstat gains blocking, it will have a lowered role in overall BTH slightly. Luck needs a greater role on BTH since it takes on a lower roll in blocking. This makes luck the slightly offensive leaning secondary, but with some minor defensive help. This means that you have two END builds. Pure Build (Mainstat/END/LUCK) retains max BTH, has max blocking to 1 mainstat, but counters lack of overall blocking with more HP's. That's the trade-off. . The other END builds will LOSE BTH, and thus, OFFENSE. You will instead, choose to become a Tank hybrid (2 mainstats, END) or an higher BTH, higher blocking hybrid (2 mainstats, Luck) but in both cases, you have some better overall blocking but not universal. Training END instead of luck means less BTH. That's the trade-off. DAMAGE - Ranged stat damage is reduced to equal overall damage as mages use magic weapons. I will explain at the bottom, in the Ranger Niche. -Melee/Magic remains as-is -Charisma weapons-remains as-is -Melee damage remains as proposed by staff ~The reason for the decreased damage with Ranged is INT/DEX hybrids will out-perform everyone if Ranged damage is left as-is, and then there's little downside to this build. EXTRAS - All weapon attacks gain +STR/160 to damage (very roughly a 2.5% Melee damage boost) - Initiative is now based on LUK + DEX/2 + STR/2 + INT/2 - +END/50 status resistance.- All END players get this. ~These are currently there and should remain. NEW END-BASED EXTRAS The following Extras are based on what mainstat you trained WITH END. - If you trained STR+END, the player gains +X% as a damage reducer. <--Warriors are more "hardy" - If you trained INT + END, the player gains +X% to HP healing. <-- Mages utilize magical things - If you trained DEX + END, the player gains +X% Universal blocking. <-- Rangers fight from a distance, and can see attacks coming better. "X%" is a quantifiable Melee % power number to make all effects equal. ~This provides for flavor based on build, but also revitalizes training END. RANGER NICHE I believe somewhere, somehow staff needs to gives initiative a *mostly* Ranger thing. I think they intend this, and this is great. I would like to point out that the proposal assumes this. - Revisited from above-> Ranged stat damage is reduced to equal overall damage as mages use with magic weapons. - Rangers will become "Skill-Casters", where they will rely on A. The creation of the "Ranger Quick Casts" set of skills. a. Damage increase Imbues b. Status Affect Imbues Examples- Terror skill, Sneak skill, etc all those skills from Warrior's Tower, but designed for Rangers with lower SP costs and DEXT-based inflict. B. Ranger Quick Cast Skills meant for Ranged Users Gain an SP-Cost discount , an amount staff thinks is best, to enable skill-casting far more often. This will be designed to make up for damage lost compared to warriors/mages, and if done right, will catch them up. a. This means they can attach status w/o damage penalties as they're using SP to pay for it. b. Stackable usage. Imbue terror and imbue a damage element locked add on all in one, if you want to. c. Status effect inflict can be coded as DEXT major, always. d. Just as a standard 653 MP was designed for Mages, these designed for Ranger will have vastly lower SP costs to enable a mathematical standard usage for a number of turns over a proposed model, just like with warriors and mages. C. Staff creates several new quick cast imbue ideas that only work with Ranged weapons, or by making them DEX major inflict based, would only be beneficial using with DEXT trained players.. They can still make universal stuff, but this would be a new direction just like spells are meant for Mages mostly. D. Attach initiative to all 100 Proc Bows VALUE OF THIS APPROACH FOR RANGERS ~ INT/DEX Hybrids could attempt some of these things, but spell slots are not infinite and the trade off is spell slot decisions. This hybrid likely will not go straight spells or straight Ranger quick casts. ~ This means nothing drastic as far as going through and redesigning old stuff. Just some edits to bows that are not hugely plentiful compared to other types. This is a build-out from scratch with an all-new aesthetic, so it eases the workload on staff. ~ In addition, most mechanics already exist, so no new learnings or buggy unforeseen stuff. Just a newly designed standard for Ranger damage that incorporates roughly 75% Melee + Quick Cast Imbue system that ranges from huge damage increases, hypercrits, multiple statuses, ele locked imbues, and anything else they can create. I truly believe this is the niche that works for all, and creates real balance.
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