Legendary Ash -> RE: EleComp to Cost (1/11/2023 21:19:15)
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For Armors with incorrect calculations of Elecomp split between damage and cost, the ideal appropriate action is to increase resource costs taking into account Elecomp to produce the original intended effective cost. The chosen direction for changes currently is in favor of replacing the original design and flavour with a simple toggleable mode for the normal attack to receive Elecomp to damage. The objective issues with this direction are presented in the explanation below: 1. The directions taken in the updates to the 20,000 Token Package Weapon compressing Armors of Akriloth's Wrath, Lord of the Skies, Sinmaw, went beyond correction, the decision to change to two Weapon-based Skills under precedents meant Elecomp split between damage and cost, the Efficient Skill's Elecomp is split between damage and cost, however the Overcharged Weapon-based Skill applied Elecomp to damage, breaking precedents in the name of preservation of the design and flavour of these Armors' original Spell-type SP Skill with Elecomp to damage. 2. The direction taken to address the situation of incorrect SP costs for Efficient Weapon-based Skills with Elecomp split between damage and cost, goes beyond correction, by a combination of design and flavour change, the removal of resource costs from a Weapon-based Skill whose Elecomp is split between damage and cost, and subsequently changed to a toggleable Elecomp normal attack, is objectively unfaithful to the original design. 3. While the two presented directions involved changes that are defined as beyond correction, there are striking differences that are identified. The direction taken in 1. is very considerate of and prioritizes preservation of flavour that resulted in broken precedents, the one unavoidable tradeoff that is a loss, the Skill is no longer Spell-type, it will not function with equipment that are based on the Spell tag, it has an equal gain in being Weapon-type, effects from the equipped Weapon are applied. The source has provided no official justification for direction taken in 2., thus under the presumption that this direction goes into implementation, we provide an objective analysis of the conflicts that this direction entails. 3. On the basis of AQ's Equipment design history timeline, this direction objectively replaces the existing further chronologically forward to modern design with a primitive design. 4. This primitive design is found in existing equipment, specifically the design exists for a shared Primary element and Armor Lean, the variations in non-Primary Resistances and Blocking do not produce significant differences among the Elecomp for those being compared and relevant to this critique, therefore under the criteria of design space, overlap and redundancy, it is objectively an ineffective use of Elecomp, as there exists observable instances in modern practices of Elecomp application to both Normal attacks and Skill/Spell, which are entirely composed of effects/statuses/mechanics or having to share the composition with a damage component, instead of the primitive design of pure damage. 5. Considering Equipment design's evolution and progression, simply reusing a primitive design without differentiation through additional effects/mechanics, that otherwise constitute modern practices in distinction of designs present in modern equipment design, that Devs generally are consistent in for equipment belonging to regular Quests/Storylines/Limited Time Shop releases, after the learning experience from the initial years of Donations, 2015's Crimson Crusader/Amaranthine, 2016's Beachmancer Weapon+Armor+Misc that are comparable to the designs of other permanent MC equipment from their respective times and year. 6. An increasing number of piece(s) of equipment from each Donation had experimental designs/mechanics that defined the capabilities of equipment created afterwards which were modeled and innovated after them, 2016's Cometfall, 2017's Steam Weapon+Armor+Shield+Pet+Misc, Nilak's Frostbite, 2018's Thunderbird Joust Weapon+Armor+Shield+Pet+Misc, 2019's Desert Raider Weapon+Armor+Shield+Pet+Misc, Balmung, Sunscale/Chaoswrought Weapon+Shield, 2020's Veywild Weapon+Armor+Shield+Spell+Pet+Misc, Brightslayer/Nutcracker Weapon+Shield+Misc, 2021's Frostwyrm Weapon+Armor+Shield+Pet+Misc, Boreal Cavalier/Shadow Phoenix Weapon+Shield+Misc, 2022's PaleSkull Weapon+Armor+Shield+Pet+Misc. 7. Regular releases with experimental designs, Destruction Burst and Void Takeover's Pyromancer Bloodmage contributed to expansions based on upon their designs, Golden Giftboxes' Bloodmages, Bloodzerkers, HexBound. Both older Token Packages and Donations equipment such as Dragonrider Mount, Griffinrider, Thunderbird Joust Rider, presented chronologically each served as models where innovations built on them created the next successive and advanced design to the right, they lead to increasingly competitive designs such as Paragon Fiend Mount, Warmaster Dragon Rider, Abyssal/Infernal Champions. Presuming the direction is to be implemented, the specific equipment that the fourth point mentions as concerning design space, overlap, redundancy, are Frostgale's Legacy and Graverider Mount, these each are Offensive Lean Ice Element Armors that have their MCs spent to compress a toggleable Ice Element locked Elecomp mode normal attack. Additional Armors to consider in if making a new decision with concern for design space are the Old Standard Offensive Lean Horo-Show Vigilante with an Ice element locked Elecomp SP Spell and the Frostval Delivery's Old Standard Neutral Lean S.A.N.T.A with both an Ice element locked Elecomp SP Skill and Spell. the former with Elecomp to cost and the latter with Elecomp to damage.
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