Sapphire -> RE: Booster Guests (3/19/2024 12:57:53)
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I have a mixed approach to this. First, I agree with the mainstat scaling-only approach. The Guest slot, which is supposed to be reserved for CHA, is used to boost player damage. I therefore view booster guests as a stat replacement for CHA, so it should scale only on main stat. I think this should pertain to elemental boosters as well. But this echoes where I stand with anything that replaces an item that normally gets a specific stat and is replaced with a non standard stat. It should take a penalty. They can make spells that do END stats, guests that do DEX stats, spells that do CHA stats..etc etc etc just take a penalty so that it cant ever be better than the normal standard item on paper. This penalty should be 10%, so .9. fro I also don't think that any damage boosters should receive the 5% style bonus because the style bonus was meant for direct damage from guests. Its the same reasoning that Ianthe just edited and mentioned in the FS thread that a booster guest is a booster guest, so they're not dealing direct damage and therefore, they can't FS..here, they can't get the FS and the +5%. Player damage is far far far too easy to boost. Now, one area for Dunamis/Poelala/Thernda that I know will get some negative feedback from some is that I don't think the Omni penalty is appropriate. Omni penalty should only be applied when a single item can access every element by itself, a la UDSoTE. There has been some debate on things like omni elevuln and omni eleempower which get .9 instead of .6. .9 is more appropriate for those because they don't access the elements by themselves, they enhance them. So they're always useful. Warning, Tangent below However, I think ultimately there's a 3rd standard not in existence that's missing that would rectify the issue. There should be an A.) Omni penalty (.6, and only represents a single item that by itself without no partnership, can access all elements), then B.) Always useful (this is self explanatory) but the new one should be C.) Universal Boost/Access--> .75 that sits between the two and that's when an item allows another item to access all or multiple elements, universally boosting everything. So for example, omni elevuln or eleempower still require a weapon/spell/armor to enhance it, so those get .75. The Psycho candy spell still requires a weapon to follow, it gets .75. etc. This would remove the confusion with what gets always useful and what gets omni because many always useful would actually now be getting the new .75 Universal Boost/Access standard. Universal boosters and damage miscs, etc would all get this. But all that's for another day. END TANGENT, although somewhat included below But when the item can partner itself with another item to assist in every element, then to me it's more or less "always useful" because it can't access multiple elements all by itself. So I think Poelala/Thernda/Dunamis should start at 45%, not get the +5% bonus, but then get a .9 penalty for always useful, and another .9 penalty for scaling with mainstat. (stat replacement) The end result for those is +36.45. (Although I did state I think there is a missing applicable, not yet used .75 Universal penalty for enhancing all damage of a type (different than omni elemental, which would exist for single items that access all elements by itself) and that would drop those to +30.3%) For elemental specific boosters, they also shouldn't get the +5% because they don't deal direct damage, the same reasoning as FS, and they should also scale with only mainstat. The result is a single .9 penalty for scaling with mainstat so they're at 40.5%. I know the disparity between the general and the elemental specific would be closer, and I have included a new balance standard that doesn't exist with the stat replacement penalty. So I get some might see my reply as a huge waste of time, but I truly think it's the best route to go because I think it provides better consistency when applied to everything similar. (Stat replacement penalty, boosters not getting any style bonus, new .75 penalty for universal damage boosting ideas) If I were to shortcut and trim the post, TLDR, I would just say none of the boosters gets *any* style bonus because they don't deal direct damage, but I agree they should scale with main stat. (I just think there's a bigger picture with non existent penalties that should be created)
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