Grace Xisthrith -> RE: =AQ= STAT REVAMP BALANCE - INT (2/7/2024 16:53:13)
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Balance Analysis: We have a standard for attacking off element, that's the dogwater sorry my cat stepped on the keyboard, less optimal mimic GGB pets. 130 / 115 multiplier, or 1.13x multiplier 15% melee should be given out by this style bonus. Spells make that 7.5% damage. Res +%dmg Account for res 10 34.6 3.5 20 30.8 6.2 30 26.9 8.1 40 23.1 9.2 50 19.2 9.6 60 15.4 9.2 70 11.5 8.1 80 7.7 6.2 90 3.8 3.5 100 0.0 0 Account for res is dividing the damage boost by the resistance, since you're not actually getting much out of a +35% damage boost if it's hitting 10%. Maybe an unfair metric, idk. I'd wager the effect does need that 1.13x multiplier for attacking suboptimal element, if it were to be balanced correctly. Or some type of modifier, there's like 14 different element lock modifiers, maybe I don't have the perfect one, but there is one somewhere I'd also wager it should scale from ~half of expected value at 90% to ~1.5x expected value at 10% (no real balance reason, scaling from least useful to most useful based on intensity of resistance makes logical sense though given it's a penetration effect IMO. Or just try to get them all to 15% melee even). If we're still going off 15% melee, that would mean you'd need 7.5% damage x1.5 accounting for resistance... (maybe add the 1.13x multiplier but i CBA) +100% damage would probably be closer to balanced for 10% res. Obviously problematic due to damage scaling effects, but there aren't any spells that do that elementally [sm=zorb_smilie.gif] Quick aside, all this ignores spell features should get a 2.5x multiplier, because you know, spells, and the all important turn model. A way to solve this is to have it affect all attack types, and not be normalized so it doesn't de-motivate spellcasting. Show me a weapon based skill with elecomp to actually gain benefit with this feature over harm and I'll say it's a bad idea to have it affect all attack types. Another thing is this should probably get an anti always useful penalty or something, since it's only triggered in already suboptimal situations. Maybe that's the mimic penalty above, maybe not. / .9 or something idk. Equation implies it's scaled by INT / Expected INT. Does this mean with Arcane amp, armor drive, shield and misc I can get 2x output from this feature? Can't see another reason why it would have INT / Expected INT, since you already need Expected INT to get the feature to turn on at full power anyways. Not having enough stats already weakens the feature, so the logic of the INT / Expected seems to be for cases above expected INT. TLDR Multiply the numbers by 2.5 or make it affect all attack styles (bonus of being more hybrid friendly) Feature is probably underpowered ignoring above multiplier by a significant margin as advertised Rarely useful / suboptimal element bonus multiplier Does it scale with INT PS: Numbers in example on page 7 post seem to be slightly wrong. Is that just rounding for ease of reading?
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