Telcontar Arvedui I -> RE: Healing (4/3/2024 10:27:22)
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I uh, have a confession to make. I blundered my numbers in the thought experiment Google Doc, the one linked in my post #121. The results - 250 END giving 15 to 20 percent extra baseline HP is not enough, except in the strictest competitive sense. I have therefore amended my suggestion to 250 END investment giving +20 to +40 percent of max HP at 0 END instead. +40% is the upper limit to account for really, really casual players, +20% as the lower limit to encourage players to put effort into adopting such reckless playstyles - which is IMO still very much possible without need for premium gear. * * * * * * * @ruleandrew - am I correct in assuming your ideas in post #118 are to be implemented wholesale, instead of individually? In any case, your Character HP Standard is pretty close with what I (and Chaotic, for the record) are proposing. 0.175/0.825 = ~21.2%, so you are suggesting 250 END gives about +21% more maximum HP compared to 0 END. Good to see we're arriving at similar proposals! * * * * * * * @Ogma - I really like your build concepts outlined in post #127, regarding CHA's interaction with the other 2 secondary stats. And I think END/CHA/LUK builds wouldn't really get a big buff out of it, provided we apply proper constraints to resource conversion (yes, I am taking the opportunity to plug my EO idea [;)]). Sure, END/CHA/LUK would allow the beastmaster the choice to access every kind of companion, but they can still only have 1 Pet and 1 Guest out at any given time. So IMO, they're not going to be that much different from the Sol Neko / Bard of War builds we're seeing right now, the ones that heavily trade off player damage for companion output. W.r.t. your idea at post #119, may I suggest having END interact with the weaker aspects of the armour lean instead? As in, END increases the outgoing weapon damage of FD armours, and reduces the incoming damage of FO armours. For Spellcaster armours, here's the kicker - END increases outgoing weapon damage. Thus, with END investment, FD armours would become much more attractive to 0-proc weapon users, FO armours get boring damage reduction but at least don't turn into walking nukes, and Spellcaster armours now have a fallback for when they run out of resources to cast (make magic staves great again!). And I'm willing to help to brainstorm possible ways to trigger it as well. Maybe the changes to armour lean don't come into effect until after the player intakes 40% of 0-END max HP (so 1183, currently) amount of damage, as long as they have any points invested in END - END only scales the extent of changes when those changes start to apply. Maybe the lean adaptations only after a set amount of turns, with END investment lowering the countdown.. All in all, it's a good idea - similar to an "athlete's zone", if you will - and I for one would love to see it further explored. * * * * * * * Dardiel - I really like 1st, b and Three. My only worry is that Three might require a lot of dev hours if implemented as an inherent player mechanic, although the devs definitely should know better than I do here. And even if I am right, that's still a really amazing shield/armour idea - I especially like that you set out specifically for this "turns of safety/defense followed by very powerful turns with high output" playstyle. As I've responded in the paragraph right above, I think it would be cool if we can somehow make "athlete's zone" into an END-specific aspect of player (and boss?) power. * * * * * * * @Chaotic - all right, given there are no big ongoing discussions regarding Heal Formulae and Max HP right now (I'm sure we can just backtrack and have parallel subtopics if need be anyway?), let's talk MP regeneration. The player turn model does dictate that MP is, after all, weapon damage - converted to a different form, but weapon damage nonetheless. If all 100% of Melee/Ranged weapons can be buffed, then so should the same for Magic weapons. Or at least, that's the gist I got from your opener. But now that we're drawing a connection to Magic weapon damage, I'd like to raise something else to see if there's a connection there as well. AFAIK the game once had (still has?) a [*4/3] multiplier for Magic weapon-based buffing, except it turned INT builds into being as good as, if not better than, STR/DEX builds in weapon-based offense, while still retaining all the benefits offered by the MP bar. So when we're talking about allowing MP regeneration be scaled by stats, would there be any concern for a similar result to happen here? I don't have any concrete thoughts on the answer yet..... My second line of thought is, how would you propose we prevent resource (regen/healing) abuse here, specific to MP? Pixel Ether, EoC, and to an extent Rejuvenating Necklace are prime targets here. If we follow through with my EO proposal, I guess we can do the same for Pixel Ether. As for the other two, I'm thinking of either Dardiel's all-resource per-turn softcap proposal, or we limit MP-specific healing to a certain amount of %Melee, probably on a per-item basis. My proposal on Diminished Healing Returns are currently tied only to HP Healing, so if we want to expand it to include MP's then I'll probably try and think of something to help with that. Thirdly, why scale MP regen on END? Why not INT, the stat for Magic damage? This is a Healing thread after all, not an END thread, so it should be perfectly fine if I'm INTing here [:P]
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