Korriban Gaming -> RE: =AQ= Stat Updates II (3/13/2023 3:46:46)
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While I don't have any suggestions of my own, I would like to give feedback on the ideas that have been put forth thus far quote:
My reservations would come from how punishing it might be for newer players vs. those more experienced. While the new misc mentioned in the post sounds very nice in fixing the issue, newer players will generally have less access to accuracy-boosting items that more experienced and invested end game players do. So, depending on the numbers for the "punishment" for missing, a newer player against a particularly dodgy mob can feel heavily brought down by also having their damage lowered when they do land a hit. Given assumed accuracy is 85% (meaning assumed miss rate is 15%), the penalty for missing could be quite harsh if it's 5.66x as strong for being 5.66x less likely. Fully agreed with this. Even endgame players have trouble hitting stuff nowadays, I imagine it's much worse for those at the lower levels. Player accuracy overall needs a bump rather than it being reliant on 1 stat. quote:
Then there's the more minor issue of Moonwalker's Grace being not up to standards since the stat rework (should match Buffalot's Beach Bod and Arcane Amplification in terms of cost:boost ratio), and costing MP so it requires INT for a DEX build to use it. This is a fair point though I would also argue that both Buffalot and Arcane Amp are premium items whereas Moonwalker is completely free. quote:
On the topic of initiative, it's still a strange feeling getting outsped by level 110 enemies while in an initiative armour just because they have a double mainstat as a leftover from when DEX was required for all accuracy. Is there any chance that'll be tweaked? Like removing initiative from DEX for monsters, or making the initiative formula use highest mainstat + LUK instead of a sum of all 3 STR/DEX/INT + LUK. Could also be interesting to have other stats negatively/less positively contribute to initiative for extra effects e.g. STR/END being slower but getting a bonus as a result. Fully agree. My proposal would be to let levels play a part in the initiative bonus as well like bonus initiative for every level higher than the enemy. However, cap this at 150 or mobs which are higher levelled than us will always get the drop on us which shouldn't be the case. quote:
give rangers a small chance to repeat their attack. Not celerity, but something like Archer's Per My Last Arrow (when it was first released, I actually thought the staff were play-testing the mechanic for use in the stat revamp). It helps FO rangers by giving extra damage, and it helps FD rangers by letting them stack status effects. The chance can even ramp up with accuracy as was first suggested. This sounds OP at first glance but how small would the chance have to be for it to be balanced? If it's going to be super low, is it even going to be good or worth statting into Ranger just for this? Chance ramp up with accuracy sounds like a nice idea but does that mean Rangers would have to stick to using auto-hit weapons for best results? quote:
Just tossing an idea -- perhaps instead of making DefLoss items affect MRM, have them be attached to a specific one at triple the value? That would make for better design space IMHO. Interesting idea, I think this could be good quote:
That would require any items pertaining to ranger identity to be delayed, there isn't time for that. While waiting for a long time is a huge pain and I fully understand that (where's my Archmage), I would rather they take time to test stuff and release something better as opposed to having it be underwhelming on release, that would result in a lot of disappointment and backlash. quote:
With regards to this, I strongly feel that a permanent quick cast BTH boost skill/spelll needs to be made available. Having one set of spells/skills available at new year’s is not enough for new players/characters, imo. If the premium status of the skill is an issue, then perhaps a premium clone could be made (eg a GGB clone, token clone vs a z token package clone), and an alternate version could be made for gold (example suggestions are that it’s turn consuming but more potent; vs a version that is more efficient/less powerful; vs a version that is potent but applies a debuff to player damage, etc). Agreed, also while we're on the topic of this, I believe NYS spell needs a buff too. quote:
3. Add the SP idea to Ranged Damage, and forgo the idea from Melee damage 4. Add back in a + potency = to 5% Melee based on Dex (replaces the blocking) 3 just makes Rangers sound like another Warrior, I like the idea for 4 since Rangers use alot of status effects, this can help them find the identity as the go-to status inflicter build for the game. quote:
Lastly, I still believe bows (damage from a distance) and spears (longer than most weapons) should still provide for the initiative focus as was mentioned a while back Agree with this. quote:
Warrior Proposal: 1. Scrap the SP thing for Melee damage, it makes better sense used with Rangers 2. Instead, make FO warriors more defensive by giving them either a HP barrier when they use a Melee attack or they instead get the +5 blocking, or both. The logical reality is, is A warrior is going to be fighting in close, in hand to hand combat, and they'll NEED to be hardier, and more resistant to being hit. Being able to parry some damage off IMO is a logical step considering there isn't a FD warrior style. So this makes them better defensively. The usage of barriers items in conjunction with the HP barrier based on Melee attacks could make for a very strong style, and it gives a little bit of spice to the warrior build that it needs. If you were to combine the effects that END give and this STR-based proposal you end up with a consistent damaging FO playstyle that can also kind of tank, too, and resist/heal . The STR/END marriage will be a better one than INT/END or DEX/END as Rangers and mages have better Defensive options for build spin-offs, where Warriors do not. I like this idea! quote:
One possible idea for player DEX attack. Player DEX attack bonus Consider last attempted player DEX hit to monster for current player turn. When player DEX attack miss monster / start of battle case - 5 % damage bonus to DEX weapon attack. When player DEX attack hit monster 1 time in a row - 3 % damage bonus to DEX weapon attack. When player DEX attack hit monster 2 times in a row - 1 % damage bonus to DEX weapon attack. When player DEX attack hit monster 3 times in a row + 1 % damage bonus to DEX weapon attack. When player DEX attack hit monster 4 times in a row + 3 % damage bonus to DEX weapon attack. When player DEX attack hit monster 5 times or more in a row + 5 % damage bonus to DEX weapon attack. This seems way too low/slow to be good imo, the numbers need to be higher/ramp up faster. quote:
While I don't know how possible this idea is or if it is even wanted or viable at all, but I might as well suggest it anyways. If the staff really are looking to give something to STR then I suggest giving STR a modifier to make much more stable damage ranges. For example a weapon has a 16 to 48, it could possibly make the weapon go for 20 to 48 instead. Why this idea? Well since the identity of warriors are stable consistent high damage per turn, then something that can help alleviate RNG from their attacks or give them much less lows and higher chances to do highs would be good. It won't make them have static damage ranges since I think that would just nullify the static damage range weapons, but something to make the weapons more stable or reach much higher damage ranges. Originally I thought of making the damage ranger much tighter and therefore much more consistent like making a 16 to 48 weapon with a STR modifier become and 20 to 36 damage range weapon. But people didn't seem too keen on the idea cause they said it would make warriors deal much less damage and make people not wanna play it. Another great idea that I would support but given how complex this is, I'm not sure if it can be implemented. quote:
The idea was to replace what add-ons END was going to get, because I felt like END by itself was sort of OP. If you count how much HP's is considered to be "100% Melee" and then see how many more HP's, and thus Melee% END gives going from 0 END to 250 END , it's quite high TBH. I disagree with this for 1 simple reason. All the other stats are using every single point invested for the whole battle (except DEX right now if the battle is too short). The extra HP from END at the end of the battle does nothing to aid you if you don't use them, and essentially they are "wasted". Hence I support the idea of the current add-ons for END and I think it's fine to leave it the way it is. Alot of builds don't even use END for the reason I mentioned. quote:
For the concept of ranged damage scaling with accuracy, I suggest that it be a lean modifier that applies like this: At the end of each turn, the player's ranged attack lean (in [Expected Hit Rate]/85 format) is multiplicatively increased if they were inaccurate and decreased if they were accurate. If the direction of the lean change matches the weapon's inherent lean then the change is multiplied by 1 plus double the lean's value, but if it's the opposite direction it'll be multiplied by 1 MINUS the lean's value. Examples: A weapon has a +10 lean - on turns where you're accurate your lean will reduce by 0.8*X%, on turns where you miss more than expected your lean will increase by 1.2*X%. The weapon's accurate base lean means it gets more accurate faster, but shifts to damage slower. A weapon has a -15 lean - on turns where you're accurate your lean will reduce by 1.3*X%, on turns where you're accurate your lean will increase by 0.7*X%.the weapon's inaccurate lean means its damage ramps up faster, but it's slower to gain accuracy when missing. I feel this suggestion achieves the goal of giving rangers damage as a reward for being accurate, while also allowing lean to have some more nuanced interactions / give some extra design space to ranged weapons. Interesting idea! quote:
1. STR: "gets nothing." (Credits to Jeanne for this quote) More precisely, STR does not receive an additional 5% damage boost. This is the most reasonable answer, because the entire game is balanced around "Melee". Strength is intended to have the most stable and consistent damage output, with no additional effect and no penalties. 2. DEX: Ranged damage ramping should be removed. As a largely disliked mechanic, it clearly illustrates the problems with "balancing" the game around a defunct 20-turn model. If it is not too outrageous, DEX investment could modify pet damage from CHA at the cost of Ranged damage from DEX. In essence, at VStat DEX and 0 CHA, Ranged damage is assumed player damage at 100% Melee. However, at VStat DEX and VStat CHA, Pet damage is increased by 10% Melee to a value of 50% Melee per turn, while Ranged player damage is decreased proportionally by 10% Melee to a value of 90% Melee per turn. This effectively functions like a pseudo-damage lean that scales based on DEX and CHA investment (i.e. at VStat/2 DEX and VStat/2 CHA, you receive 10%+2.5% Melee per turn in pet damage from CHA, while Ranged damage from DEX is decreased by 2.5% Melee). 3. INT: Ideally we should move away from the current "balancing" around a defunct 20-turn model, however even under current assumptions Mages still receive an advantage over Warriors and Rangers with respects to versatility in damage output, since Mages are given 4 200% Melee turns that they can choose to use at any time—an option exclusive to Mages. To address this, I suggest a rework of the way the MP resource functions in battle. Max MP should be subject to a turn-by-turn decay in order to further encourage the niche of burst damage for Mages. The Max MP tied to INT stat investment should decrease by 125% Melee per turn over the course of the first 4 turns. Since it is unreasonable for Mages to become weaker Warriors and Rangers by default after the first 4 turns assuming they do not use their MP, I suggest that Mages should receive an additional 125% Melee in MP that is paid for by a universal reduction in Pet damage by 6.25% Melee (assuming 0 CHA), scaling with INT investment. This makes it such that Max MP never falls below a reasonable threshold for Mages even without the use of INT drive items. A change like this should be accompanied by future changes to encourage mages away from skill-casting. 1. So how exactly does this make STR appealing at all and why would anyone play it over DEX or INT? 2. Doesn't this mean that Rangers HAVE TO be Beastmasters too in order to take full advantage of DEX? While most if not all Ranger builds are already BMs, I don't like to "lock/tie" a main stat to a sub stat to be good 3. So Mages can't be a effective Beastmaster? Again, I dislike this for the same reasons said in 2. quote:
1. Additional Bonuses: Additional stat bonuses may not be the worst idea. However, I feel that such bonuses should be a secondary consideration, seeing as they not only break assumed models but actually have very little impact on playstyles, as evidenced by the past year of STR's totally free 5% damage bonus simply being peanuts in comparison to the long-standing overperformance of Mages (which should be addressed through changes beyond stats). Below are my proposed suggestions: 1.1. STR: Free 5% Melee in Player BtH. 1.2. DEX: Free 5% Melee in damage reduction. 1.3. INT: Free 5% Melee in Spell BtH. Decent ideas. quote:
2. Accuracy Changes: Several players have pointed out that currently dodgelash as a playstyle is problematic in principle, because mechanics which allow the player to achieve 100% probability of blocking and thus eliminating any possibility of being hit, allows the player to completely bypass normal gameplay considerations such as elements. As such, the most reasonable and straightforward solution that addresses this problem at a fundamental level, is to implement a cap to the probability of blocking (i.e. taking the maximum of the accuracy calculation and a certain set probability such as 5%, credits to this simple formula goes to Chaotic). This should ideally be implemented for both players and mobs, especially if high dodge bosses are planned in the future. In the long run, this will actually make dodgelash a more fun and interesting playstyle, since staying in the exact same set of equipment would no longer be optimal. I hate this because I love my Dodge builds but this sounds reasonable to me if they intend on changing the Dodge playstyle. Just have Dodge capped at 95% or something. quote:
3. Defensive Warrior: Several players have mentioned that a Warrior in FD armor cannot compete with Mages and Rangers due to the lack of 100-proc Melee weapons. My personal stance on this matter is that item support for 100-proc Melee (i.e. Whips and Flails) would be widely appreciated by players, and is not only thematically compatible but the most straight forward solution to remedying the issue of STR being the only Mainstat fundamentally denied a true FD playstyle. Agreed. quote:
i) An overabundance of SP Every build and almost every item in the game uses this resource. Having an overabundance of it is better than having a shortage. quote:
The suggestion of SP recovery cannot adequately satisfy these three conditions. Warrior already has access to the most efficient skills, so extra SP regeneration will already be less desirable. Moreover, we can’t provide a significant amount of extra SP because it's a build-agnostic resource. Giving Warriors a large extra chunk would unfairly disadvantage Mages and, more importantly, Rangers (who we’re also trying to provide with an identity). Equally, a small boost (e.g., 5%) isn’t going to provide anywhere near enough persuasive power to make Warrior an attractive-enough option. Too much and we break the model too severely, too little and we don’t achieve the intended effect. Fair points. quote:
i). I believe Warrior should also have a distinct defensive identity. Mage and Ranger both have clear FO and FD playstyles, but Warrior lacks this due to the avoidance of 100-proc Melee weapons. Without them, Warrior cannot compete. I have attempted to produce a compromise so that Warriors can play defensively without the need for 100-proc Weapons ii). I believe that, whilst all builds should be able to play offensively and defensively if they wish, Mages should be more offensive specialised (with their burst damage stored via MP), Rangers should be more defensive specialised (with their range of 100-proc weapons) and Warriors should have unparalleled versatility in switching between the two during combat. In this way, Warriors become a jack of all trades when it comes to playstyle, adding to their distinct identity of consistent damage. iii). To make room for Warriors, we have to push Mages towards spells. This means solving the Mage identity crisis and pushing them away from the old skillcasting paradigm. iv). I want spell-based skills to be able to compete with Weapon-based skills I agree with all these. quote:
1). Fix Essence Orb: This fix will restrict SP regeneration and, if done correctly, will help to weaken Mage’s ability to fire off boosted skills whilst allowing Warrior and Ranger to continue without issue 2). If possible, remove the *4/3 bonus applied to Weapon-based skills. I however wish to go further than this and also include a /2 modifier on all Weapon-based skills, normalising any boosts applied to them relative to 100% Melee. This would curb the advantage Mages receive when skillcasting and also allow for Spell-based skills to compete. I recognise this is a substantial nerf, but one that should have corrected a long time ago 3). Improve gold-based Spellcaster and Spellcaster-lean support to incentivise mages switching away from weapon-based skills towards spells and spell-based skills. 4). Remove the minor extra bonuses to STR and DEX: they break the model for little to no reason. They don’t make Warrior or Ranger significantly more attractive. 5). Implement a mechanism for Warriors to play defensively: My suggestion for this would be that all Melee weapons deal *1 damage when in MD or FD armours. This allows Melee weapons to approximate the efficiency of 100-procs without taking their niche away. This doesn’t need to be implemented immediately so Ranger support can be better consolidated. 6). Implement the suggested fixes for Ranger as planned 7). Fix pet accuracy by making it independent from stats 8). Reduce the Damage Output / Cost ratio of guests. This will help to reduce the overall power of CHA and Mages (who benefit from summon guests) 9). Provide item support for Warrior and Ranger in these new identities e.g., STR-based healing 1. The game isn't ready for that yet. All builds rely on this resource and many of the best SP healing items currently are either seasonal, premium or a combination of both. We don't have enough good, free and permanently accessible SP healing items for all builds currently. Nerfing EO without providing more alternatives first is just going to make every single player's life more difficult. 3. I think the bonuses can be kept. Bump them up or rework them to make it more attractive (what we're currently doing) 8. No, guests needs to be worth using for their cost as opposed to spending SP on a Skill for example. I think they're in a good place currently because you simply can't do both without a significant amount of resource regeneration (which balances itself out because you're sacrificing damage to achieve that) Everything else I agree with. quote:
This will hurt defensive beastbuilds a lot more than just mages. The latter will lose a few % off their boosters, while the former will be crippled in one of their main sources of damage/status/healing. Don't get me wrong, I acknowledge that the current situation is problematic, but I think the solution is slightly more complicated than making them inferior skills that demand an extra stat. Agreed. quote:
I want to reduce this ratio because Guests currently provide 60% melee at a cost of ~22% Melee, which is extremely overpowered. Following my own rules above, I can't justify keeping things as they are because it breaks the model to the point where it distorts gameplay. However, this emphatically does not mean I wish to entirely fix it. Reducing it to equal input/output would be ridiculous and is likely to cause major upset within the community. Yes, any nerf to CHA will disproportionately hurt FD builds, but I'd argue that they have problems too (one of them being this!). This is one of those things that seems overpowered on paper but in an actual gameplay scenario feels balanced. As mentioned in a previous comment from me, if guest cost has to be increased, it can't be increased to be balanced like you said, that would just make guests unattractive to use. I would tread very carefully before changing this. And if there isn't a reasonable enough solution to fix it without greatly taking away the appeal to use guests to begin with, I rather it remain status quo. quote:
Maybe you can follow this rule: One misc active or one guest active (not both options at the same time). No, just no. Locking out one entire aspect is silly and greatly limits creativity in item combinations, something that is a lot of fun for AQ. quote:
Basically, (A) Ranged damage gets an additional BtH lean that is independent of equipment, and starts at 0 at Turn 1 of every battle. (B) If your Ranged (hits/attempt) is lower than 85% this turn, your Ranged damage lean increases. This mean your Ranged hits in the next turn become more accurate, at the cost of lowered damage. (C) OTOH, if your Ranged (hits/attempt) is higher than 85% this turn, your Ranged damage lean decreases, therefore your Ranged hits in the next turn become less accurate, but more powerful. Here's an example: You're equipping an armour that hits 3 times with a normal attack, plus a Ranged 0-proc Spear with -5 BtH lean. Assume you face a normal opponent, and all other factors are being controlled. Turn 1: You got lucky and scored all 3 hits. 3/3 hits/attempt = 100% accuracy this turn, which is higher than 85%. The game gives you a further -5 BtH lean to Ranged attacks next round, to a total of -10. Turn 2: Your luck still holds. All 3 attacks hit. Hits/attempts = 100% > 85% accuracy. The opponent takes more damage than in Turn 1 - the -10 BtH lean resulted in you dealing more damage, and you get another -5 BtH lean stacked, so now you end up with -15 BtH lean to future Ranged attacks. Turn 3: Your luck has finally caught up with you, and you only hit 1 attack out of 3. Hits/attempts = 33% < 85% accuracy. Your Ranged BtH lean now shifts by +5, so the next turn your Ranged attacks will have -10 BtH lean. Similar to Dardiel's idea but I prefer his idea.
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