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Dmg/BtH Boost, Status to Damage conversion, Damage Reduction/Heal

 
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All Forums >> [Artix Entertainment Games] >> [AdventureQuest] >> AdventureQuest General Discussion >> Game Balance Issues >> Dmg/BtH Boost, Status to Damage conversion, Damage Reduction/Heal
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6/1/2020 20:04:38   
Legendary Ash
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Eye of Naab's BtH boost is assumed to be used for two turns, however the reality is that its unusable to the player on the turn that the status is applied due to the turn cost, its recommended that it is replaced by an equally potent Defence Loss status for the same duration on the enemy.

For Damage/BtH boosts that apply only to a player's weapon, skill/spell, they discriminate against the damage distribution scheme of Beastmasters as their Guest is composed of 25% melee from their Cha weapon and .885*25% melee resource comparable to a skill, its only right that Guests receive the same benefit as with Crucible of Fire, 10th Anniversary T-Shirt.
I think this needs to be applied with priority to Dead-Eye Straight, then listed chronologically to Evil Eyeglasses, Drakelbane, Cagliari's Spectacles, Ear of Corn, Deflecting/Reflective/Bulwark Seal, Pendant of The'Galin, Minotaur's Pride, Legendary Shadow Crystal V1: Minotaur day, Lohkaista Shard, Booster Pack, Paladin Helm, Paladin's Oath, Legendary Shadow Crystal V2: Gogg day, Blood Contract, Polygalactase Process, Knight Helm, Destruction Diamond, OPTIC, Layard's Loyalty, 13th Mask, Irt, Radiant Prism, Cozy Fire Orb, Windter Crown, Old Belfount Souvenir, Tranquility Fountain, Greater Water Orb, Shark Jaws, Thunderbird Joust Headpiece, Frigid Zorbak Doll, Helm of Frostval Past, New Year's Surprise, Ravenous Talisman, Baleygr's Omen, Hyperalphean Dragon Fang, Misc Gift Box, Frostgale's Remorse as they do not state the boost applies to Guests.

Terror Eater's skill formula has a *.85 intended to remove the bonus applied to status conditions that require landing a successful hit to be the equivalent of a passive status condition.
However this is extraneous as the skill will apply an assumed *.85 as the attack does not automatically connect, it still has an assumed 15% miss chance, this error was corrected in Royal Charge's formula.

Items that convert a status condition to damage are currently imbalanced since like Player side status triggers of 7.5% they require another piece of equipment to be functional and both are MC priced, however it doesn't have the same bonus and has the additional price of a skill.
Two options exist to address this problem, assume the MC removes the downtrigger with 5% of the trigger going to skill compression and apply a 2.5% melee boost or add a second skill that inflicts the status and increase the price by one additional skill.
One of the two options should be applied to Terror Eater, Terror Totem, Royal Void Charge and all future equipment of similar design.

With the 250 Stat cap, damage output has increased and therefore damage reduction needs to be scaled to current damage standards instead of the previous 200 Stat cap damage standard on Ikm and Grakma Hide Shield, which is used for Mutant Egg Shield and Baby Egg.
Scaling to a player's virtual attack, Ikm's heal should be .85*5% melee, Hide/Mutant should be 2.5% melee and Baby should be 11% melee.

< Message edited by Legendary Ash -- 6/3/2020 1:01:39 >
AQ  Post #: 1
6/2/2020 2:17:29   
gavers
Member
 

quote:

For BtH boosts that apply only to player's weapon/skill/spell, they discriminate against the damage distribution scheme of Beastmasters as their Guest is composed of 25% melee from their Cha weapon and .885*25% melee resource comparable to a skill, its only right that Guests receive the same benefit from the Potion.

Wouldn't anything that boosts only pet / guest damage be discriminating against the damage distribution scheme of Pure builds? It's impossible to create equipment that caters to all builds or you end up creating a heavily uniform experience.

quote:

Terror Eater's skill formula has a *.85 intended to remove the bonus applied to status conditions that require landing a successful hit to be the equivalent of a passive status condition.

This was already fixed and is mentioned in a subsequent info-sub post.

quote:

Items that convert a status condition to damage are currently imbalanced since like Player side status triggers of 7.5% they require another piece of equipment to be functional and both are MC priced, however it doesn't have the same bonus and has the additional price of a skill.

Since some effects are harder to quantify than others, non-regular effects have a "go-by-feel" quantification model. In that sense, you could justify the MC notation by giving the ability to do what it does, since no other weapon can convert a status to damage.

Not sure about the Eye of Naab or the last point since I can't be bothered to think about it.
Post #: 2
6/2/2020 17:07:21   
Legendary Ash
Member

Pure Beastmaster is a Pure build too and pets are assumed to be 20% melee in balance standards for non Beastmaster Pure builds, therefore the case that Pet boosts discriminate against other builds is unfounded.

Its rather a design/combat choice that one can choose to boost Player and/or Pet as with Moglord Crown/Shadowfeeder Pendant/Gogg's Fortune, they apply Guest Celerity at no additional cost and its the primary design difference between the skillset of a non BM Sol and BM Luna Neko.

With exception of Primary Stat boosts, boosts are by nature build-neutral modifications to a value in combat.

Guests are a category of equipment specific to Beastmasters as mana and spells are to Mages, it wouldn't be fair if Spells didn't qualify for a boost, yes?

Armors/Shields/Skills/Pets/Misc are build-neutral by default, we often observe that players ask Devs to give desirable weapons a toggle among attack types or to clone designs from a piece of build-specific equipment to give other builds access to the same playstyle as demonstrated by Bloodmage/blade being the direct cause of Bloodzerker's existence, the policy of creating MC set equipment cater to all builds, and within the past year creating both Sp/Mp variants of skills/spells, therefore we find uniformity to be actively pursued instead of scorned.
AQ  Post #: 3
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