Legendary Ash -> RE: GBI about Stat Caps which are very related to Stat Reworks (8/15/2022 19:24:55)
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Taken from Cray quote:
Unfortunately, it's not as simple as rolling it back in the middle of working on another release and successive changes. We also can't arbitrarily avoid fixing errors when they add power, or we'd be stuck with errors that take power away The quote is a reply to previous BtH changes and Stat revamp, Devs implement successive changes for a reason with no intent to go back unless there is an imbalance caused by bug or miscalculation. The most noticeable complaints was having a lower fourth stat during the 200 Stat cap, the player was assumed to use a Pure build comprised of Mainstat/Dex/Luck in balance assumptions, when the cap was increased, it was never the intent to introduce power creep as allowing this would cause deviations from balance assumptions, correctly addressing this issue at the same time creates punitive incentives to the player to redistribute the fourth stat to the other three, achieving both goals. The power creep of Stat damage remains unaddressed after the 250 Stat cap, the composition of damage at the 200 Stat cap was base weapon BR 50% + Mainstat 38.5% + Luk 11.5% = 100% melee, at 250 Stat cap 50%+ 48.125% + 14.375% = 112.5% melee, dividing the components by the new sum to have the overall composition be out of 100% melee, it is 44.444% + 42.777%, + 12.777%. The Devs recognized the power creep, increased the damage of offensive statuses such as Bleed/Burn/Control/Poison/Prismatic Burn/Spiritual Seed and the value of percentile status conditions, on November 2019 Call Gourdon Ramshead was the first to receive a modifier, highlighted in a complementary GBI, Adjusting status conditions to new melee values at 250, both 250 and 300 Stat cap standards were released shortly after another, analyzed and documented in the A Contriver's Nonpareil. In 2021, starting with Baby Eternal Dragon of Time's Paralysis mode, percentile statuses reverted to 200 Stat cap after choosing to use overall composition instead of New/Old modifier. As of 2021 to 2022, both immobilize and reduce defenses statuses such as Freeze/Thermal Shock Frostwyrm Shaman Totem and Tough Love Hammer/Scythe/Wand assume the Enemy's standard distribution of 275 Mainstat 225 Luck. Mana scaling to Expected stat is simply multiplicative growth on a significant 25% melee, not only does performance scale to Equipment, Stat damage, Stat BtH, but to a Mainstat's damage distribution scheme and designs that differentiate it from others, the Stat update to Str and Dex sought to apply this concept to areas that was previously lacking, albeit a less impactful 5% bonus damage and blocking. Expected Stat is a player progression guideline to optimal performance, it by no means forces compliance by making the game unplayable if one chooses unoptimized stat distributions, scaling to Expected Stat has been in use by the Status condition system in Player versus Enemy saves that perform on a similar basis to Expected Stat, in fact Virtual stat found in some equipment saves use Expected Stat, the majority of equipment with Expected Stat scaling pure statuses are quite lenient by utilizing only one stat that deviates from standard equipment having three components: base, Mainstat and Luk, only a few select statuses split the Stat scaling portion between two Stats equally, which does not reflect the ratios dictated by Stat damage formulas.
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