Dardiel -> RE: =AQ= Spring Balance Update (6/6/2023 22:57:07)
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Regarding @Dreiko's post of the compiled suggestions, I agree with almost all of it so I'd like to support it myself except for concerns/suggestions I have regarding Ranged Identity and Dexterity I worry that giving mitigation for extreme leans and damage that ramps up/down based on being above/below expected hit rate would cause a weird DEX build identity of "use weapons with the most extreme lean you can without going below normal BtH or above 100% accuracy" - going too far into a damage lean means you're missing more than 85% of the time which causes you to lose damage, while going above 100% accuracy also results in damage loss via wasted stats. That means accurate weapons would feel like wasted stats, really inaccurate weapons would lose their damage as the fight goes on, and neutral weapons would feel bad for having no lean to mitigate with the Lean Expertise system. My proposal is: Ranged Identity: - Concept: Similar to the counter system above, but accounting for a weapon's inherent lean while also modifying the "real" lean. - Mathless: The player has a multiplier - when the player hits the multiplier goes up, when they miss it goes down. The amount it moves up/down is based on the weapon's lean, such that damage-lean weapons raise the multiplier faster while accuracy-lean weapons lower it faster. Player ranged accuracy is divided by the multiplier, and the damage is multiplied by that same number. - Mathy: Multiplier starts at 1. On a hit with a ranged attack, multiplier *= 1+0.015*(1-lean*3/100) and on a miss multiplier /= 1+0.085*(1+lean*3/100). Player ranged accuracy /= multiplier, and player ranged damage *= multiplier. - Example: A -20 lean weapon raises the multiplier by *1.024 on a hit, but lowers it by /1.034 on a miss (given that players hit much more often than they miss, this mean a damage lean weapon will trade accuracy for damage very quickly but be slow about becoming more accurate) - Example 2: A +10 lean weapon only raises the multiplier by *1.0105 on a hit, but lowers it by /1.1105 (meaning this one gains accuracy quickly at the cost of being very slow to ramp up against barn-like enemies) - Theory: This setup is theoretically power neutral (all damage/accuracy increases are directly counteracted by the decrease to the other), but rewards players for having high accuracy while still allowing the wide array of items to each be strategically viable. This would give the ranger a unique wavelike damage curve, with the exact shape of the wave depending on the leans of the weapons used. - Extra info: Multiplier would not change on attacks with autohit weapons or 100-proc weapons, and I propose that the system be uncapped because I dislike "arbitrary" caps (plus it's power neutral and slow) Dexterity: - To tie it into its identity as proposed, I suggest that (as a variant of Lean Expertise that works with the proposed ranger identity) Dexterity give 0.425*DEX/250 permanent BtH on hit and +0.5*0.85/0.15 = ~2.833*DEX/250 permanent additive damage to ranged attacks on miss - Theory: This is a version of Lean Expertise that ties directly into the ranger identity - when you hit and your lean shifts more offensive, Dexterity recoups some of that accuracy; when you miss and you shift toward damage, your Dexterity lets you keep a bit of that damage. The value of the style bonus comes from the fact that these bonuses stack permanently, letting Dexterity Rangers improve their shots every turn rather than "only" adjusting their lean. - Extra info: As with my lean proposal, I suggest that this system be uncapped so that rangers don't have their style bonus "turned off" in a long fight. If one of these two has to be capped then I imagine it would be this Dexterity style bonus given that it's purely positive while the other is power neutral. This current valuation is what I believe the numbers would be at 5% melee per turn (0.5% melee in permanent buffs per turn) but could of course be adjusted as needed.
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