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RE: Quickcast Re-Balanced

 
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4/27/2019 14:44:11   
Aura Knight
Member

I see no need to make a change since this isn't a game that's multiplayer. Yes, certain strategies are a lot stronger than others, but I think we shouldn't force restrictions. Quickcast is fine as is. Those effects are not overpowered, they simply allow more OP effects to be used more efficiently and efficiency is never a bad thing. This game offers us a choice to use strong strategies or to restrict ourselves. And that should remain a choice. Just like how some don't want overpowered effects, others don't want to be weak. By forcing a change to the already OP effects, we will just have the opposite problem where it's the weak effects that reign supreme instead of the current more OP ones.

quote:

Right now, a meta player stuns the monster and doesn't get hit once during the entire battle. Tell me that's not wrong.


This is absolutely not wrong because AQ is a single player game. The argument of this being overpowered would matter if the game was multiplayer. I don't understand the complaint about this since every build can use the stun strategy at least. Perhaps not the nukes, but that's not something FD builds would normally care about.

< Message edited by Aura Knight -- 4/27/2019 14:47:09 >
AQ DF AQW  Post #: 26
4/27/2019 15:38:40   
s_venom
Member

Aura Knight: I completely agree with you.

Also, shouldn't it be up to the player base to say if they actually dislike this meta?
It seems odd to me to try and force changes when it doesn't seem most people actually want them.
AQ DF  Post #: 27
4/27/2019 16:07:44   
Aura Knight
Member

Yeah. But we won't all agree on something.

I guess the best solution, as brought up by someone else on Discord, is to have a difficulty toggle in fights. But who knows if or how that can be done.
AQ DF AQW  Post #: 28
4/27/2019 22:02:06   
AliceShiki
Helpful!


@CH4OT1C! @gavers While I understand that everyone would love to have their own GBIs addressed, could we please stick to the topic at hand? I can't see how HP costs, convertion ratios and elecomp bonuses are relevant to the discussion that we can stunlock CEBs for 3+ turns and then stay on a wrong element armor nuking them away, I think everyone is well aware that unless each click of EO starts costing 500 HP, HP costs will never matter one bit for anyone trying to play the meta builds.

And no, reducing elecomp wouldn't change a thing either, you'd just be going from 1000%* melee/turn to 800% melee/turn, which hardly matters when you have 3 turns available to you and the CEB has only 2000% melee in HP.

*Numbers provided are purely for exemplification purposes and have no math behind them.


@Aura Knight @s_venom I think the issue PM is trying to bring to light is that, even though quickcast gear is mathematically balanced, it's creating a very big inbalance between builds in the current state of the game. And builds are supposed to be balanced with one another.

It's a bit hard to say his solution is right or wrong since it's technically an arbitrary limit to quickcast without actual math behind it, but... GBI's purpose is to address the balance issues within the game... I think balance between builds also fits in here?

So uhn... I dunno, I think his issue is fair and I'd like to see it solved. It's a bit sad to see one build just being better at pretty much everything than other builds... Just because AQ is not PVP it doesn't mean it shouldn't strive to be as balanced as it can! >.<


@CH4OT1C! Regarding the issue of balancing Action Points... I don't think there is any need to do so? I mean, why must we decide that reliable resource exchange is worth more or less than attempting to stun the opponent? The former is a reliable way of using your spells/skills more often, while the latter gives you a chance of throwing an off-element nuke on the enemy unpunished... Both have their pros, cons and strategic uses, I don't see any reason they'd need to have different action point costs.

If anything, staff could just double or triple how much HP/SP EO and Pixel Ether consume per click, since those two are pretty much the only items that can be clicked infinitely in one turn. That would be enough to solve any possible inbalance with the action points system IMO.

AQ  Post #: 29
4/28/2019 2:27:59   
gavers
Member
 

quote:

While I understand that everyone would love to have their own GBIs addressed, could we please stick to the topic at hand? I can't see how HP costs, convertion ratios and elecomp bonuses are relevant to the discussion

I have answered that before. I don't believe in this change, it's going to rustle a lot of items, and require constant fine tuning as it's unpredictable, while as I stated before, other suggestions have a propagating effect and are stronger than they may seem.

quote:

That's arguable. You can say that 100% melee costs (3k/20) =151 hp or (392/1.125) =348 hp.

Barring the issue that the 3k/20 is not 151, and neither is 2958/20, both even when rounding, you can't have two baselines on what 100% melee costs. Consider this:
100% Melee is (3020/20) = 151 HP and therefore (151/1.125) = 134 SP. 134 SP is (134/392) = 34.18% Melee and therefore it should cost [0.3418*(3020/20)] = 52 HP, and so forth.
I have justified by a completely absurd mean reducing the cost of any additive bonus to nothing. You can't have more than one value to a predetermined amount.
Post #: 30
4/28/2019 3:27:49   
I Overlord I
Member

Why are so many of you anti-fun? If you think a particular item is "OP'd" -- fine, just don't use it. I don't see why you have to rain on everyone else's parade, too. It's not like you'll ever interact with another character (the closest you'll ever come is the upcoming gauntlet and even that isn't quite the same). Furthermore, I'm really annoyed by people scapegoating particular builds. FD builds are just as guilty of (ab)using stun-locks. Not that any of this matters, mind you; bosses are the only ones most people cba to stun-lock since they hit so hard. Setting up a PR nuke every single fight kinda, sorta defeats the purpose of an offensive build (i.e., speedy kills), so it's funny how people are exaggerating this non-issue. That being said, incorporating a "Challenge Mode" boss for the pros keeps the most people happy and annoys the least, though it is more work for the staff...

_____________________________

“Nothing is so common as the wish to be remarkable.”
AQ  Post #: 31
4/28/2019 3:41:44   
Primate Murder
Member

@ Overlord

You can use the same logic to set up an 'instant win' button. After all, if you think it's op - "just don't use it."

Balance exists for a reason.


@ gavers

You are trying to divorce damage taken from damage dealt. By your calculations, 100% damage dealt is equal to (348/151) =230% damage taken.

It would make items like Zealot's deal +15% damage at expense of taking +(15*348/151) or +35% damage - fine, whatever. There's only 3 or 4 such items in the game.

But you would also completely break the lean system. In your system, neutral lean armor should deal 1x damage and take 2.3x damage. Sorry, but I seriously doubt that is balanced in any way, shape or form.


Either way, Alice is right, this is derailing the thread. Do you have any comments on my suggestion aside from links to your own threads?
AQ DF  Post #: 32
4/28/2019 4:01:33   
I Overlord I
Member

quote:

You can use the same logic to set up an 'instant win' button. After all, if you think it's op - "just don't use it."

What is Power-Word Die? What are Ally Assists (the very definition of P2W, might I add)? But it's definitely the nukes that need fixing, bro0o.

quote:

i would be down has hell if they made op items for fds, but they don't

Objectively false.
AQ  Post #: 33
4/28/2019 4:24:32   
CH4OT1C!
Member

quote:

@AliceShiki said
While I understand that everyone would love to have their own GBIs addressed, could we please stick to the topic at hand? I can't see how HP costs, convertion ratios and elecomp bonuses are relevant to the discussion that we can stunlock CEBs for 3+ turns and then stay on a wrong element armor nuking them away, I think everyone is well aware that unless each click of EO starts costing 500 HP, HP costs will never matter one bit for anyone trying to play the meta builds.

I've also already answered this question. I'll address the former given @gavers already mentioned his threads. Quickcast skills might be useable as many times as you want in a single turn (excluding capped ones like mesmerise). However, they are all still mathematically balanced and require a reasonable HP/SP/MP input. When stacked, that cost can quickly accumulate and make casting multiple pretty difficult. Purple rain is one of the ways you get around that cost, but this only applies for one turn and so you'll be losing large amounts of your resources if you choose to use any more than one turn's worth of nukes in any one battle. With HP costs as they are now, combined with essence orb, you effectively remove cost from the equation. For 75hp a use you can heal your entire SP bar for ~1275hp. That means two things:

i) we can use as many of these skills as we want in one turn
ii) if one nuke isn't sufficient, we have more than enough resources to sustain that damage output. That also applies across multiple battles without healing.

Essence orb is fairly balanced, at least compared to the likes of other HP cost items, due to a *0.5 penalty. However, we also use them to pay for nukes ( Angel of souls) and for outright damage boosts ( the bloodblades, the bloodmages, blazing bloodzerker). Let's then assume we were to correct HP costs (as in my thread) and apply a 20% conversion tax (as in @gavers thread) to essence orb:
75*1.125 = ~84
84*0.8 = 67.
1550/67 = 22.3
75*23 = 1725
Suddenly, you spend 1725/1275 = *1.35 the amount of HP in a mathematically balanced equation to gain the same amount of SP. This does not require the use of a *0.5 penalty (applied for no reason whatsoever) and will then stack on top of other nerfs involving item interaction. I would argue, based on this rationale, you wouldn't need to completely remove/apply significant casting limitations on quickcast skills. This is because, given we are applying penalties to other parts of the system, it is completely unnecessary to go so far.
As a side benefit, correcting these costs has an implication for SP, given I argue 490sp/653mp should be worth 100% melee. That means quickcast spells/skills should provide 100% melee rather than the 125% melee currently offered. This is an additional 20% reduction in power:
Arcane amplification -> 105*0.8 = +84INT for 3 turns. Loss of 105-84 = 21 INT per turn
Shadowfeeder pendant ->309*1.25 = 387mp
You can see how, put together, these corrections could considerably impact the stunlock/nuke meta. That is why it is relevant to this discussion.

Now let's flip things around. Complete removal of quickcast is highly impractical and so I'll focus on action points. Let's assume you can use three quickcast actions a turn. Each quickcast item is worth one point (given @Primate murder doesn't believe it's necessary and this is his idea). Assuming I wanted to cast arcane amplification, shadowfeeder pendant and attempt love potion.
Scenario one: You succeed all three. You now have essentially three turns to cast 3 nukes with increased damage due to arcane amplification. Any passive effects such as bloodmage can still be applied.
Scenario two: You fail wherever possible: You still have arcane amplification to do increased damage and this can still interact with bloodmages. Alternatively, you can just wait a turn and try again. After all, the limited cost means you can afford to do so.
Most likely: Scenario three: A mixture of both. Either way, you're still getting 2 turns to do increased damage without curbing the effects.
I haven't included purple rain in that deliberately because you can just as easily cast PR the turn before, cast all your abilities in the following two turns and then revert to the original. In other words, purple rain gives you as many action points as your longest status lasts. Moreover, the attacks will still be as powerful as ever because you haven't applied any damage penalties. This brings me into:
quote:

@AliceShiki said:
Regarding the issue of balancing Action Points... I don't think there is any need to do so? I mean, why must we decide that reliable resource exchange is worth more or less than attempting to stun the opponent? The former is a reliable way of using your spells/skills more often, while the latter gives you a chance of throwing an off-element nuke on the enemy unpunished... Both have their pros, cons and strategic uses, I don't see any reason they'd need to have different action point costs.

Either the conversion has to go up or they must be worth fewer action points because because, with current item effects, one action point spent would end up giving you 20% melee or 125% melee. Like I said, the cost associated with these spells doesn't cover the temporal dimension added with action points. In theory, yes this could be solved by making those items convert more in one click. However, it doesn't address the huge underlying problems I mention above.

quote:

@Primate Murder said:
You are trying to divorce damage taken from damage dealt. By your calculations, 100% damage dealt is equal to (348/151) =230% damage taken.

This is also why you're clearly adverse to my thread, given my entire argument is based on this divorce. However, there is (what I consider to be) a good reason for this:
You have a standard 1:1.125:1.5 HP/SP/MP formula. In an ideal world, everything would align so that the two costs would be equal. We're using the same bar so for anything to make sense 100% melee must equate to the same number in damage taken/dealt. This is not really the case, and it has massive implications. If you don't, you entirely break that conversion rate. That means it's inappropriate to convert between hp and any other resource (ie, HP -> MP/SP). In fact, converting HP to any sort of damage other than standard turn cost would be inappropriate. Fixing this would require complete removal of all gear with a HP cost. The alternative is to divorce the two, using HP in a "damage sponge" and "cost" state. I decided on supporting the latter as it was a far more amicable option.

< Message edited by CH4OT1C! -- 4/28/2019 4:38:14 >
AQ  Post #: 34
4/28/2019 4:30:08   
gavers
Member
 

I'm not sure if you're intentionally confusing things or unintentionally, but 100% Melee is a set amount that you pay for.
You supposedly get 100% through the use of a weapon and 40% with a pet. You can pay for an additional 100% with SP.
Mages get another resource bar and therefore trade 25% of their damage (multiplicative) to have that "free" resource bar account for an additional 125% melee per use.
For anything beyond that, you have two ways to justify additional damage increase, and that's through a cost.
If 100% Melee is worth 392 SP, and due to the official value exchange 348 HP, so that's not by my calculation, but by the devs calculation.
You can't have a different value for the baseline not because of any specific balance system, but for the sake of dissolving contradictions.
You're the one doing the divorcing, not me.

Zealot doesn't pay a price. It instead pays with a "hidden" resource called "pace". Just like how elecomp is supposedly being paid for.

All in all, your suggestion, as has been said before, and you seem to put a lot of effort into avoiding the issue, affects previously available gear. Due to that, and to how limiting it is, it's unpredictable. What number of action points would you say is appropriate? 5? You cast Purple Rain, you cast 1 skill, and then you're probably unable to recast Purple Rain due to failed recasts. You just trashed Purple Rain. No one will use it.
So now after you specifically hit Purple Rain with a mortar and it is out of the picture, how exactly are Quickcast broken again?
Post #: 35
4/28/2019 5:40:59   
Primate Murder
Member

@ Chaotic
quote:

Scenario one: You succeed all three. You now have essentially three turns to cast 3 nukes with increased damage due to arcane amplification.

Shadowfeeder and Love Potion each have 50% chance of succeding, so you have 25% chance to succeed on both (discounting outside effects like Accordion Shield). 25% chance to deal increased damage for 3 turns is head and shoulders above 100% that we have now.

quote:

Scenario two: You fail wherever possible: You still have arcane amplification to do increased damage and this can still interact with bloodmages.

So, you gamble and loose around 200% melee, pay another 100% and the only effect you gain is bonus Int? I wouldn't say that's overpowered. And bloodmage's influence is severely limited without the ability to use elecomped nuke.

quote:

Alternatively, you can just wait a turn and try again. After all, the limited cost means you can afford to do so.

Sure. I mean, you'll have to use your action points on Essence Orb for several turns to gain enough sp, but I feel this is quite reasonable, at least compared to the current situation.

Edit: Sorry, forgot to mention the third part:
quote:

Scenario three: A mixture of both. Either way, you're still getting 2 turns to do increased damage without curbing the effects.

No bth-booster, no EleVuln, no free multiple-turn stuns via Purple Rain - I wouldn't say I'm not curbing the effects.

quote:

the cost associated with these spells doesn't cover the temporal dimension added with action points.

At the moment said dimension is literally infinite - you can use as many quickcast effects and they can be as powerful as you want.

You can't argue that 125% melee is too much to use an action point on, and in the same breath defend the current situation where we have an unlimited amount of said points.


@ gavers
quote:

All in all, your suggestion, as has been said before, and you seem to put a lot of effort into avoiding the issue, affects previously available gear.

You mean a balance suggestion could possibly affect existing equipment? What a travestry! After all, no balance patch has ever affected available gear!

quote:

What number of action points would you say is appropriate? 5?

As a matter of fact, I suggested 2. Which you would know if you actually read my suggestion. You know, the one you're arguing so ardently about?

That said, my suggestion is a rough draft. It's an idea and it's open to checks and balances, if the staff feels them necessary. If you absolutely insist on quantifying APs, here's example on how you can do it: Purple Rain is a 1/battle effect. 1/battle effects are worth 50% melee. On 50/50 save, that's 100% total. Presuming you only cast Purple Rain, use 2 APs on next turn, then cast Purple Rain again, each AP is worth 50% melee. Round each effect to the nearest Action Point.

quote:

You just trashed Purple Rain. No one will use it.

I highly doubt that the current situation is what the staff intended for PR. If I had to guess, it was intended more for stacking multiple-turn status effects, instead of quickcast stuns/buffs.

Also, if that's such a large problem, you can make the first cast of Purple Rain (the one that saves your current sp/mp/hp) not use an Action Point. It's not like it actually does anything, anyways.

quote:

So now after you specifically hit Purple Rain with a mortar and it is out of the picture, how exactly are Quickcast broken again?

Um, Essence Orb giving you 2000% melee's worth of extra resource for skill-casting? Quickcast stuns that give you a free 170%+ melee's worth of damage via elecomp? Quickcast accuracy and damage buffs that stack to an unreasonable amount with the aforementioned bonus damage?

< Message edited by Primate Murder -- 4/28/2019 5:44:58 >
AQ DF  Post #: 36
4/28/2019 12:46:13   
AliceShiki
Helpful!


quote:

i would be down has hell if they made op items for fds, but they don't so i think i'll continue to rag on mages for getting catered to every update

They make items for FD from time to time, it's just an unpopular playstyle, so it gets less items.

And staff adds plenty of items that are not tailored for mages... Ever heard of Skill Scrolls? Bloodzerker?
quote:

Essence orb is fairly balanced, at least compared to the likes of other HP cost items, due to a *0.5 penalty.

Where is this penalty? AFAIK EO has no *0.5 penalty at all and uses standard conversion rates for HP/SP...

I heard that EO has this penalty multiple times, but never saw anything about it in the subs nor in the pedia entry...
Okay, so I asked IMRy on private and she told me this penalty indeed exists, but she was busy and couldn't give me the math behind it... I currently have no clue on how the current number was reached as it is almost the same as the standard HP->SP standard conversion rate.
quote:

You just trashed Purple Rain. No one will use it.

I highly disagree with that, PR would still be great for stacking burn/bleed with Neko, tagging the enemy as dragon/undead/demon, daze with the Pie spell... Among other things.

You know, the kind of thing we used SFP + Father Time to inflict back in the days before PR was a thing (yes, I know PR is older than Neko, but you get the drill). PR would still be a pretty great spell even if it did not have the great synergy it has with QC items it has nowadays.

< Message edited by AliceShiki -- 4/28/2019 21:11:01 >
AQ  Post #: 37
1/22/2020 20:15:38   
Darches
Member

Y'all take this game too seriously.
Purple rain by default is good for scouting a boss or attempting an inaccurate nuke (I used it before it was cool), but its synergy with quickcast spells/miscs/item effects/subrace abilities is insane. It's clearly OP yet its regular usage doesn't merit a spell slot. Hm...
Even Essence Orb by itself is OP for the same reason that Mages are kinda OP: It lets you heal more every 2 battles. Since the 2-battle heals are standard now, you can often abuse this to fill your SP bar for free. This gives players much more power, like nuke spamming or roll skipping, which may not be intentional. It sure is fun though. I love SP. <3
A large part of the problem is how the game is balanced around efficiency and different stuns are not equal. Pre-turn and stacking stun effects are insane because they allow you to use full elemental compensation nukes/CIT/etc. with no drawbacks. Compare to Gogg's Fortune which at full LUK unpredictably stuns enemies 10.9%/15.3% of the time AFTER your attack while ALSO making you take 17.9% more damage to further discourage nuking.

Just remove the celerity effect from Shadowfeeder Pendant?

< Message edited by Darches -- 2/1/2020 6:00:53 >
AQ DF MQ AQW  Post #: 38
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