Kaelin
Member
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Before posting, please read this entire post. There are lots of concerns about how builds should work post-sweep, so this thread is dedicated to showing how I am scoring the value of each build and the assumptions we're making. We don't expect to have complete agreement with everyone, but we hope the system will (1) more or less makes sense, (2) show more attention to detail that prior attempts at stat balance, and (3) is transparent. To streamline the process of evaluating stats and builds, I have created a spreadsheet file that you can download that shows how build power is calculated. We'll have to change the way formulas work to bring these changes to fruition, but we'll handle those details after we lock in this stage. First, I've presented four possible systems of stat caps: * 250/250/250 * 275/250/225 (MP cap: 250) * 275/275/200 * 300/300/150 We will also have monsters follow whichever caps are used for players. On each sheet, on the left, there are numbers in bold that you can edit so you, too, can try to balance the game. However, changing other numbers will probably break things. Heck, changing the numbers in bold can break things. * Accuracy Base: This is the accuracy you'll get with "pure build" versus "pure build" under neutral circumstances. For our purposes, we're assuming that the primary stat is STR (or INT if that's your jam), the secondary stat is LUK (this is new), and the third stat is DEX. Balance would be easier if we can move this number even down to 80%, but we know you all hate missing, so we're trying to make 85% work. * Enemy (Accuracy) Base: This is the accuracy enemies will get against you under default circumstances. If we're using 15% as the accuracy effect from the main stat, I'm prepared to handicap enemy accuracy by 15% * 0.2/1.2 = 2.5%, because that's effectively the overall accuracy dropoff that comes from a pet not benefitting from CHA being trained, and making enemies pay that penalty is probably agreeable to everyone. * STR Accuracy: The amount of accuracy a Melee weapon gets from VStat STR. Ranged, Magic, and Pet/Guest attacks benefit the same way from their respective main stats. Currently 15%. * DEX Accuracy: The amount of secondary accuracy all attacks get from VStat DEX. This is set to 0%, and I hope we can keep it this way. * LUK Accuracy: An additional amount of accuracy all attacks get from VStat LUK. In the spirit of having LUK help lots of different things by a little bit, this is 5%. * DEX Dodge: The amount of blocking VStat DEX gives. This better be equal to STR Accuracy + DEX Accuracy, or you'll break things. * LUK Dodge: The amount of blocking VStat LUK gives. Use the same value as LUK Accuracy. * Core: How much weapon damage comes from the listed base/random instead of stat damage. 0.4 means 40% of damage will come from Base/Random, and 60% is be determined by stats. Lucky Strike damage is applied separately. "STR Melee", "STR Range", "DEX Range", and "INT Magic" are recalculated automatically. * LUK Lucky Strikes: How much extra damage (in terms of Melee damage) Lucky Strikes do (on average) to a weapon / spell attack. Pets will use 0.4 times this amount. By default, this value is 0.1 or 0.12, depending on the sheet you use. * DEX Initiative: How much VStat DEX improves your ability to win Initiative. The current 0.2 (20%) treats DEX as "Major" for a status roll. * LUK Initiative: How much VStat LUK improves your ability to win Initiative. The current 0.1 (10%) treats LUK as "Minor" for a status roll. * Turns per battle: How many turns battles are expected to last. We've set this number to 5 by default, because we're hoping to cut battle length in half(!!!) * Pet: How much damage in Melee a pet does. Still 0.4. * Guest: How much damage in Melee a guest does. Still 0.6. * Guest SP: How much Melee SP that guest upkeep requires. This is set at 0.3 Melee SP, up from 0.21875. * END Stat: How much VStat END increases your HP. Currently set to 0.5 or 0.6 depending on the sheet, which represents a 50% or 60% increase, which is much less than now. Finally, we respect that you probably don't want us to rely on generic damage calculations to determine stat power, because players can leverage certain stats more effectively than others, and monsters have tricks that can exploit certain builds, so there are extra modifiers built with that in mind. Pet Comp: If you're playing in FO armors, then the relative value of your pets will drop accordingly. Roughly speaking, a pet would only be about 80% as useful in a FO armor than it would in a neutral armor. Moreover, there are other tricks (especially misc items and eleComp) built to enhance weapon/spell power that are rare or absent with pets. So, use a number like 0.8 (default) if you'd like to value pets less strongly, which gives you more permission to change other parameters to enhance CHA. Using "1" would create no compensation at all. Guest Comp: Like with pets, but maybe moreso. Guests are slow to deliver damage, whereas SP Skills/SPells have an advantage of rushing/timing damage. This amount is set to 0.67 (67%) by default, as it's like pets but moreso. Using 1 will remove this effect. END Comp: Same, but for the HP increase from END. This effect may not be needed, especially when using the two last effects below, but it's there. It's 0.67 (67%) by default. Using 1 will remove this effect. HP Regen: This variable assumes monsters regenerate HP equal to the given fraction times the damage a conventional warrior does per turn. So 0.2 means 20% damage regeneration. Set to 0.1 (10%) by default. This effect will score both DEX (for blocking purposes) and END lower, and slow-damaging builds in general. "0" will remove the effect. Inspired by werewolves. HP Drain: This variable assumes monsters regenerate HP equal to the given fraction times the damage a conventional warrior does per turn, further scaled by enemy accuracy. So 0.2 means 20% damage regeneration, scaled by enemy accuracy. This factor scores low-blocking + slow-damaging builds lower. 0.1 (10%) by default. "0" will remove the effect. Inspired by vampires. Finally, the main things you want to look at when you're done are the "rank" and "value" for each build. To read what each build is, treat "1" as the maximum for that particular sheet (so on the 275/275/200 sheet, "1" means it's a stat with 275, and "0.73" means it's a stat with 200). There are "averages" at the end of the table, but these are less important. Goals we have are is to (1) minimize the gap between the top builds and bottom builds, and (2) have the builds at each extreme not be too similar. So, having read all this, here are the spreadsheets: https://docs.google.com/spreadsheets/d/1lbNvZ5zzg2BSMagmvfEBiIfU6WMljtGLyvS0uLoURig/edit?usp=sharing
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