Spores' Excessive Growth (Full Version)

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RobynJoanne -> Spores' Excessive Growth (4/18/2025 23:29:12)

When I made Spore, I messed up the cap mechanic. It's much better now than it was when I designed the concept, but at a certain point, the growth per turn may exceed the cap. That means some of the power of a Spore long-term is just lost. I propose a slight modification to the drain mechanic. If the growth would be greater than the cap, then that excess would be channeled into healing.

Ex: 4 Power Spore with 4.5 cap. The next turn, 4 should become 4×1.15=4.6. That 0.1 would be lost right now, so instead, make it heal 0.1/4.5 = 2.22% of the damage dealt. As you can see, it's not really that big of a deal for most Spores, so it's not a high priority change.




Grace Xisthrith -> RE: Spores' Excessive Growth (4/20/2025 9:42:19)

There is lost %melee in spores in this way, and I think that healing is a logical way to address it.
I have one clarifying question, when you say to increase the healing of the spore, do you mean for a single turn, or permanently, like increasing the ratio on a siphon poison?
I only ask because if it's permanent, wouldn't that change the value of the spore in later turns if it continues to stack?
I support the change either way because I think very slow permanent stacking effects will not be a large balance problem even if they have a tiny bit of situational extra power.




RobynJoanne -> RE: Spores' Excessive Growth (4/23/2025 4:37:36)

Ahh. My math was off. What it should be is the difference between the 100% Siphon healing if the Spore were capped vs the increase now that it's not.
A capped 4 Spore would heal the same amount of 4 Power, so overall Power is 8. If it increases to 4.5 Power, it has only gone up 0.5 Power while the remaining 3.5 Power is seemingly lost. It's not actually lost since it increases the Spore itself for every subsequent turn, but the actual problem is the capping mechanism itself. Because you have to remove the cap each turn, it's effectively no different from using another Spore source each turn compared to stacking other permanent effects. That means the 3.5 is effectively lost, as you still have to use another Spore stacking item each turn.

In that case, Spore basically should heal close to 100% of the damage dealt on the turn it would go to reach the cap. How much is harder to quantify. It's a change that doesn't affect the slow growth initially but will make long-term Spore healing feel much better.
Say, for example, it heals 90% of the damage only on the turn it would cap and 100% after capping. It'd just be one turn from the permanent perspective of 10 turns, but it'd be healing every turn once you're in the cycle of calling and unlocking the cap.




Dardiel -> RE: Spores' Excessive Growth (7/21/2025 13:55:15)

I never noticed this GBI until recently, but it's absolutely a thought I've been having because the details of spore growth do make it increasingly negative to engage with as battles get longer.
Healing for the lost value would be a great fix and I believe one of the simplest as well, at least compared to potential other ideas like having capped growth spit out a new spore instance. It might be even simpler to let a spore get its full growth regardless of the cap as long as it was below the cap when the growth triggered - for example a spore at 6.9 out of 7 that would grow by 1.2 (this is obviously not real numbers, it's just for simple explanation) is allowed to reach 6.9+1.2 = 8.1 out of 7 but it still can't grow again until the cap passes 8.1 (ie until the cap becomes 9). That change might only require an update to the growth code, from "grow up to cap" to just "grow".




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