Stabilis
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Even though I am against skills improving by stats (2 unique development structures in a synergy)... I am for non-attack skills to have equal balance with attack skills so this thread is to suggest one option to help Rabblefroth introduce a Support improving Field Medic that can not be exploited. Requirements: Energy costs Health values Stat Requirements (or none at all) Stat progressions Field Medic limits To start off, we should base our health values on energy costs and not energy costs on health values. Why? We need to set some standards first. Too low energy costs and health limits will not stop exploits, too high energy costs and there is less emphasis on other skills but more importantly a burden on stat points usage. So, where should the maximum energy cost stop? Well, Field Medic is universal, so we should include the energy limits of all 6 classes and maximize the efficiency. So, I understand that both Mercenaries have the lowest energy limit of all classes at a start point of 43 energy. A maximum energy cost of 43 energy works just fine. Next, all players have energy and may use it. Some more conservatively more than others. So we would want to produce a range of energy costs that is broad. So, the range should drop low, but how low? Well, the maximum energy cost progressions is 3 points at a time as seen in Massacre, Surgical Strike, and Supercharge. 3*9 is 27 energy, 43-27 is 16 energy... 16! The current Field Medic begins at 17 energy... and although I am not sure as to how the original Field Medic energy costs were determined, 16 energy is a fine minimum since both Mercenaries can use this skill twice at the lowest energy value (and Tech Mage may use the skill 3 times at the lowest energy value [48]). Alright, since we have accessible energy costs we must now determine a suitable health value based on these energy costs. We will need either a minimum or maximum value ratio for energy to health. Since a known minimum value is 1 energy equals 1 health (stat points equivalence), we can say that the lowest healing would be 16 health given for 16 energy. Fair enough to start? Alright, so now we have a minimum for each energy cost. Now we need a maximum health value. Due to the skill Reroute, we do not want to encounter an infinite chain reaction event of health. Finally I get to use some math functions to make this suggestion look intelligent! Here is the logic to limit health values from achieving infinite health return conversions: if fieldMedicHealth => fieldMedicEnergy / 0.3 ...fieldMedicHealth = (fieldMedicEnergy / 0.3) * 0.95 (or 99) #also, round down, not up, for Field Medic (just to prevent rounding from reaching exploitable conditions) OK, so there was no mathematical function to solve for a maximum health value to energy cost limit... I lied. Math is just numbers and computer science uses Boolean (True and False) so therefore math is not superior. You may be questioning why I had chosen to reduce the resulting value by multiplying it by point 95. Good question, there are 2 reasons. Firstly, that number, and also rounding down prevents the resulting value from reaching Reroute exploitable values. Secondly, the decreasing value will be used further on in this post so if you would mind seeing this part in the suggestion then please proceed. Alright, now onto stat requirements. This is just my opinion, use the current or a different stat requirement for Field Medic if you wish, but I recommend none at all since Field Medic is universal but the Technology stat may not be helpful in respect to anyone. Again, that is just my opinion though. Alright, now stat progressions. Since stat points increase by 4 points per character level, 4 is a balanced multiple. However, equipment stats may change drastically over time. For example at level 23, Mjolnir has over 20 stat points and bonus damage (for it's level) while level 22 Primary weapons do not come close. There is no true trait/behaviour in how equipment stats are over each level. But thanks to Rabblefroth who revamped our equipment (weapons) slope, it is more clear. So, for every 4 Support points, Field Medic's health value increases by 1. Where to start, though? 22 Support. Where did I get this number? The highest starting value of all classes is Tactical Mercenary's 21 Support. So, for every 4 Support points past 22 and including 22, Field Medic's health value increases by 1. EDIT: Every 4 Support stats is now every 3 Alright, so we tackled the stat progressions. Anything left? Oh, how could I forget... what about Static Charge exploits? Static Charge is uniquely different from Reroute on the matter of how energy is restored. Reroute is solely dependent on user health, which can be manipulated by both the user and by their opponent. Static Charge is dependent on cooldown (being an active skill), melee connection, and user activation. This thread is not to discuss or balance Static Charge, so do not even go there (without informing me el-oh-el). How can we alter Field Medic so that it respects Reroute and Static Charge exploiting? The energy cost is constant, and the health value has a threshold. Well, one point on how Field Medic is abused is that it is used over and over. So, we can place a limiter on repeating the use of Field Medic! What kind of limiter? One route is to reduce the health value of Field Medic for each time that it is used, to progressively strangle the frequent benefit that Field Medic gives (health) if it were to be exploited in an infinite loop. How much of a reduction to healing per use, though? Any amount that is significant. For example, you can take the average duration of all battles (since Field Medic is universal) and reduce Field Medic's health value by an amount relative to the said average... such as dividing 5 by that said average (highest frequency in turns to use Field Medic), get the absolute value of that result after subtracting 1 from it, and you now have a percent value (as long as the average duration is equal to or greater than 5). An example of this calculation is: Assuming the average duration of all battles is 6. Reduction = |(5/6) - 1| = 17% rounded up Or you can simply reduce Field Medic's health value by 5% or 20% per use, as long as it is like I stated before, "any amount that is significant", meaning Field Medic has to reduce in health value for each use. Or you could raise the energy cost by 1 or 2 points. OR you could raise the cooldown by 1 or 2 turns... etc. Finish. So here is the revised Field Medic (or you may say an example): Field Medic: Restores your health or an ally's health during combat. Energy Required: Level 1: 16... max heal = 52 HP Level 2: 19... max heal = 62 HP Level 3: 22... max heal = 72 HP Level 4: 25... max heal = 82 HP Level 5: 28... max heal = 92 HP Level 6: 31... max heal = 102 HP Level 7: 34... max heal = 112 HP Level 8: 37... max heal = 122 HP Level 9: 40... max heal = 132 HP Level 10: 43... max heal = 142 HP Weapon Required: None Stat Required: 16 Technology at level 1 (+3 per skill level) ; 43 Technology at Max (or no stat requirement) Level Required: 1 Improves With: Support and level/no level (+1 at 22 Support; +1 per 4 3 Support after) Warm Up: 0 Cool Down: 4 (as long as Field Medic is no longer exploitable, you can make this number 3 or 5 even) Misc: Field Medic decreases in health value after every use OR Field Medic increases in energy costs after every use OR Field Medic increases in cooldown after every use Thank you so much for reading my entire post (even if you just skipped to the end)
< Message edited by Depressed Void -- 8/1/2012 19:44:46 >
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