Stabilis
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Stats: Current Stat Attributes: quote:
Strength: Increases base damage range of Primary, Sidearm, and enhances certain skills. Dexterity: Increases physical defense, increases the chance to block, and enhances certain skills. Technology: Increases energy resistance, deflect, robot damage and enhances certain skills. Support: Increases base damage range of Auxiliaries, increases chance to go first, critical strike, and rage rate; reduces chance to be stunned and enhances certain skills. Suggested Stat Attributes: Strength: Increases base damage range of Primary, and rage rate. - Dexterity: Increases chance to block, accuracy of Primary, chance to dodge (50%), and accuracy of: Sidearm, Auxiliary, and Ancillary (50%). - Technology: Increases base damage range of Robot, increases base damage range of Sidearm, and increases base damage range of Ancillary (50%). - Support: Increases base damage range of Auxiliary, increases base damage range of Ancillary (50%), and improves buffer skills (Defense Matrix, Field Commander, Reflex Boost, etc). - Defense: Increases physical defense. - Resistance: Increases energy resistance. - Luck: Increases chance to go first, critical strike, chance to defend (25%), and reduces chance to be stunned. - Focus: Increases accuracy of Robot, and conventional accuracy (25%). - 50% means that this attribute improves at only half of the normal rate (EXAMPLE-> normal: attribute increases by 1% per 4 stat points/ 50% attribute increases by 1% per 8 stat points)
- Dodge means that a ranged weapon can completely miss, comparable to blocking
- Defend means that Primary weapons and Robots can be blocked, Sidearms, Auxiliaries, and Ancillaries can be dodged
- Conventional Accuracy means the accuracy of Primary weapons, Sidearms, Auxiliaries, and Ancillaries
Strength has been added to, the rate at which rage accumulates. Sidearm improvements have been removed as Strike has no cool-down, making outgoing damage just as flexible. Also, because rage is calculated by Strength, smashing away and doing low damage is functional for making Strength the ideal stat to overtake tank users to generally dissolve defense issues. Dexterity has been added to, the ability to dodge ranged weapons, and ranged weapon accuracy. Defense has been removed as an attribute as it is difficult to gauge the power of Dexterity when a strong relation between offense and defense exists in a stat. These were chosen for making Dexterity a stat for accuracy, but also staying true to the meaning of Dexterity, the agility/limberness of a person. Technology has been added to, the damage range of Sidearms, and Ancillaries (50%). Robot damage is solely controlled by this stat. Resistance has been removed as an attribute as it is difficult to gauge the power of Technology when a strong relation between offense and defense exists in a stat. These were chosen for making Technology the stat for controlling the power of ranged weapons as a whole. This is easier to monitor. Also, staying true to the meaning of Technology, the innovation and development in practical application in life. Technology is now a better weapon. Support has been added to, the damage range of a new secondary weapon... Ancillaries, and the ability to improve buffer skills (friendly skills). This now includes Field Medic. The chance to go first, critical strike, rage rate, and chance to be stunned have been removed as merging luck into a basic skill which also controls offense is damaging to balance and difficult to monitor. These were chosen for making Support a balanced offense/defense stat with diversity with the new weapon slot. Support was allowed to manage both offense and defense for 2 reasons: skills are not meant to last as many have energy requirements, but also because Support's weapons have the largest cool-down of all. Also, staying true to the meaning of support, the amount of help or backup that one possesses. Defense is a "new" stat. It has been split from Dexterity to better control the relationship between improving defense by itself as opposed to improving both defense and offense in a stat. It is easier to monitor. Resistance is a "new" stat. It has been split from Technology to better control the relationship between improving defense by itself as opposed to improving both defense and offense in a stat. It is easier to monitor. Luck is a "new" stat. It has been split from mainly Support as Luck is contradictory to balance when controlled in PvP. By separating Luck from defense and offense, the rate of occurrence is easier to control and monitor, but also to stay true to the meaning of Luck, randomness. Focus is a "new" stat. It has been split from the basic 4 as Focus is not easily monitored in power by encompassing more than 4 different attributes. Focus has been added to, the accuracy of Robots, and a small accuracy boost to all other weapons. Damage has been removed from Focus as Technology is better suited to be an offensive stat, while Focus for the longest time has been a principle of everything Strength, Dexterity, Technology, and Support have done... usually luck influences. 8 stat point are distributed per each level. I will be adding a stat progressions sheet right here -> <- I have made Focus it's own stat to better control the mechanics of the game, making it that much easier for staff to implement balance changes. Ancillaries are a new weapon, and have been designed for Support to supplement a second source of outgoing damage as Sidearms have for Strength. They have one more turn of cool-down than Auxiliaries, at 5 turns. Steps towards further fixing balance: - Remove Agility
- Agility has been known to create loopholes in balance, such as improving the rage rate of players at high levels of health by increasing their own incoming damage, but in return being able to accumulate rage much faster, the higher levels of health means that they can take more damage, so that vulnerability has been compensated. There is also the present issue in which Thorns will accumulate with high levels of health, increasing incoming damage, dealing increased damage upon being stricken. This effect is disastrous to Strength builds, but not as effect to ranged fighters. If you would like my opinion please ask me.
- Remove or Change Encumbrance
- Encumbrance has been known to allow lower levels to compete with level cap players, by allowing their weapons to be handled with only reduced damage. This is not enough, as stats are not compromised. Abusing stats only becomes more of an issue as the player base becomes more accessible to stat points. Remove this feature, or edit it so that stats become reduced relative to player level, but having no equipment stats fall below 0.
- Remove or Change Enhancements
- We have enough stat points from weapons and armour. Enhancements only stockpile towards abusing player attributes and damage or defense. These are also not accessible to a majority of the player base... the F2P. This forms a rift in the ongoing gap, mainly because of the costs. Remove this form of upgrading equipment, or make it more accessible.
- Change Focus
- Focus is an amalgamation of 4 existing stats. It is difficult to therefor monitor and balance Focus, when it is supported on basic building blocks. It is therefor advised to make Focus it's own stat or risk damaging the entire community. Focus becomes the Robot's main stat for accuracy, and generally boosts the accuracy in all other weapons by a small amount.
- Remove Stat Requirements
- Stat requirements are simply a bandaid towards stats. For example, if Strength is overpowered, staff decides to create newer equipment that possesses Support requirements. The fact that stats have been imbalanced, or that stat progressions are nasty, is why we do this in the first place.
- Remove Skill Improving Stats
- Another one of the largest balance issues is that skills can improve with stats. I will keep this simple and give this example: the synergy of a Tactical Mercenary possessing: Field Medic which improves with Support, Artillery which improves with Support, Reroute that refuels these 2 skills. When you had removed improving Field Medic by Support, the game improved drastically.
A Cyber Hunter's suggestion towards repairing Cyber Hunters i) Steps ►Remove Plasma Armour ►Remove Shadow Arts ►Remove Malfunction ►Remove Cheap Shot ►Remove EMP ►Add Conduction ►Add Plasma Aura ►Add Cyber Arts ►Add Blue Ruin ►Add Energy Shield ►Massacre becomes a Physical Ultimate (it is either that or you create a new Physical Ultimate skill for Cyber Hunters. Malfunction and Conduction both synergize enormous power with Energy attacks, imagine ultimate attacks that work WITH the player's Primary) ╢╟╨╥╢╟╨╥╢╟╨╥╢╟╨╥╢╟╨╥╢╟╨╥╢╟╨╥╢╟╨╥╢╟╨╥╢╟╨╥╢╟╨╥╢╟╨╥╢╟╨╥╢╟╨╥╢╟╨╥╢╟╨╥╢╟╨╥╢╟╨╥╢╟╨╥╢╟╨╥╢╟╨╥╢ ii) Descriptions ▼Plasma Aura▼ If a user of Plasma Aura is struck by a Primary weapon, the attacker is dealt bonus shock damage. Plasma Aura will not reduce health below 1. Level 1: Attacker takes 1% of their total health in damage. Level 2: Attacker takes 3% of their total health in damage. Level 3: Attacker takes 5% of their total health in damage. Level 4: Attacker takes 7% of their total health in damage. Level 5: Attacker takes 9% of their total health in damage. Level 6: Attacker takes 11% of their total health in damage. Level 7: Attacker takes 12% of their total health in damage. Level 8: Attacker takes 13% of their total health in damage. Level 9: Attacker takes 14% of their total health in damage. Level 10: Attacker takes 15% of their total health in damage. Weapon Required: None Stat Required: None Level Required: replaces Plasma Armour Improves With: None Warm Up: 0 Cool Down: 0 quote:
ND Mallet brought to me a great point: what if a player abuses a tanking build to minimize his/her incoming damage and still have greater outgoing damage (enemy hits you for 3 damage, and every turn your Plasma Aura hits 10 damage)? I have devised my own little logic to combat this: during the enemy's turn -> attacknegate = player with Plasma Aura's Defense - enemy Primary damage + minimum Strength damage... if attacknegate <= 3: _____Plasma Aura = False Therefor enemies will not be shocked by Plasma Aura if their minimum Primary damage is the minimal value accepted... 3. ╢╟╨╥╢╟╨╥╢╟╨╥╢╟╨╥╢╟╨╥╢╟╨╥╢╟╨╥╢╟╨╥╢╟╨╥╢╟╨╥╢╟╨╥╢╟╨╥╢╟╨╥╢╟╨╥╢╟╨╥╢╟╨╥╢╟╨╥╢╟╨╥╢╟╨╥╢╟╨╥╢╟╨╥╢ ▼Cyber Arts▼ Passively increases the Primary hit rate and resistance to poison. Level 1: 1% increase to Primary accuracy and 10% resistance to poison Level 1: 2% increase to Primary accuracy and 15% resistance to poison Level 1: 3% increase to Primary accuracy and 20% resistance to poison Level 1: 4% increase to Primary accuracy and 25% resistance to poison Level 1: 5% increase to Primary accuracy and 30% resistance to poison Level 1: 6% increase to Primary accuracy and 35% resistance to poison Level 1: 7% increase to Primary accuracy and 40% resistance to poison Level 1: 8% increase to Primary accuracy and 44% resistance to poison Level 1: 9% increase to Primary accuracy and 47% resistance to poison Level 1: 10% increase to Primary accuracy and 50% resistance to poison. Weapon Required: None Stat Required: None Level Required: replaces Shadow Arts Improves With: None Warm Up: 0 Cool Down: 0 ╢╟╨╥╢╟╨╥╢╟╨╥╢╟╨╥╢╟╨╥╢╟╨╥╢╟╨╥╢╟╨╥╢╟╨╥╢╟╨╥╢╟╨╥╢╟╨╥╢╟╨╥╢╟╨╥╢╟╨╥╢╟╨╥╢╟╨╥╢╟╨╥╢╟╨╥╢╟╨╥╢╟╨╥╢ ▼Blue Ruin▼ Assail an enemy with 2 devastating strikes with the held Primary weapon. The player using Blue Ruin is charged with blue plasma. Energy Required: Level 1: 14 Level 2: 16 Level 3: 18 Level 4: 20 Level 5: 22 Level 6: 24 Level 7: 26 Level 8: 28 Level 9: 30 Level 10: 32 Damage Progressions: Level 1: 23% more damage Level 2: 26% more damage Level 3: 29% more damage Level 4: 32% more damage Level 5: 35% more damage Level 6: 38% more damage Level 7: 41% more damage Level 8: 44% more damage Level 9: 47% more damage Level 10: 50% more damage Weapon Required: Wrist blades or Sword Stat Required: None Level Required: replaces Cheap Shot Improves With: None Warm Up: 0 Cool Down: 2 ╢╟╨╥╢╟╨╥╢╟╨╥╢╟╨╥╢╟╨╥╢╟╨╥╢╟╨╥╢╟╨╥╢╟╨╥╢╟╨╥╢╟╨╥╢╟╨╥╢╟╨╥╢╟╨╥╢╟╨╥╢╟╨╥╢╟╨╥╢╟╨╥╢╟╨╥╢╟╨╥╢╟╨╥╢ ▼Energy Shield▼ Increases energy resistance for you or an ally during combat. Energy Required: Level 1: 12 Level 2: 14 Level 3: 16 Level 4: 18 Level 5: 20 Level 6: 22 Level 7: 24 Level 8: 26 Level 9: 28 Level 10: 30 Weapon Required: None Stat Required: None Level Required: replaces Malfunction Improves With: None Warm Up: 0 Cool Down: 2 ╢╟╨╥╢╟╨╥╢╟╨╥╢╟╨╥╢╟╨╥╢╟╨╥╢╟╨╥╢╟╨╥╢╟╨╥╢╟╨╥╢╟╨╥╢╟╨╥╢╟╨╥╢╟╨╥╢╟╨╥╢╟╨╥╢╟╨╥╢╟╨╥╢╟╨╥╢╟╨╥╢╟╨╥╢ [A Trans Suggestion] Conduction: Strike and reduce the enemy's Resistance. (Resistance does not affect Deflections nor skills, but generally determines Energy damage) Energy Required: Level 1: 14 Level 2: 16 Level 3: 18 Level 4: 20 Level 5: 22 Level 6: 24 Level 7: 26 Level 8: 28 Level 9: 30 Level 10: 32 Resistance Scaling: Level 1: Reduce Target's Resistance by 1 Point. Level 2: Reduce Target's Resistance by 3 Point. Level 3: Reduce Target's Resistance by 5 Point. Level 4: Reduce Target's Resistance by 7 Point. Level 5: Reduce Target's Resistance by 9 Point. Level 6: Reduce Target's Resistance by 10 Point. Level 7: Reduce Target's Resistance by 11 Point. Level 8: Reduce Target's Resistance by 12 Point. Level 9: Reduce Target's Resistance by 13 Point. Level 10: Reduce Target's Resistance by 14 Point. Weapon Required: None Stat Required: None Level Required: replaces EMP Improves With: None Warm Up: 0 Cool Down: 1 ╢╟╨╥╢╟╨╥╢╟╨╥╢╟╨╥╢╟╨╥╢╟╨╥╢╟╨╥╢╟╨╥╢╟╨╥╢╟╨╥╢╟╨╥╢╟╨╥╢╟╨╥╢╟╨╥╢╟╨╥╢╟╨╥╢╟╨╥╢╟╨╥╢╟╨╥╢╟╨╥╢╟╨╥╢ Static Charge: Static Charge currently improves in scaling to Primary weapon damage + Strength damage. This can be abused by Strength users who only need Malfunction and Massacre to play without tactile thinking (only offence). To promote a diverse player-base, Static Charge should scale only with Primary weapon damage. It has become a high priority to me now to suggest an edit to Static Charge to save us all. Here it is: Static Charge: A percentage of your Primary weapon damage only is added to your energy in a Strike. Energy restoration is unblockable, however damage is blockable. Cool-down has increased. Energy Required: 0 (No Cost) Conversion: Level 1: 33% of the Primary Weapon's Damage to Energy Level 2: 36% of the Primary Weapon's Damage to Energy Level 3: 39% of the Primary Weapon's Damage to Energy Level 4: 42% of the Primary Weapon's Damage to Energy Level 5: 45% of the Primary Weapon's Damage to Energy Level 6: 48% of the Primary Weapon's Damage to Energy Level 7: 51% of the Primary Weapon's Damage to Energy Level 8: 54% of the Primary Weapon's Damage to Energy Level 9: 57% of the Primary Weapon's Damage to Energy Level 10: 60% of the Primary Weapon's Damage to Energy Weapon Required: None Stat Required: None Level Required: 2 Improves With: None Warm Up: 0 Cool Down: 4 Questions? I will try to answer them. Comments? Feedback is appreciated. Suggestions? With great enough reasoning, I will consider adding your thoughts and add them. You will be credited.
< Message edited by Depressed Void -- 3/13/2012 16:08:26 >
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