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War's Legacy, Fiend of Nulgath, 9999 turns with Status Eaters

 
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8/4/2022 16:40:13   
Legendary Ash
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War's Legacy's Panic scales to Fire resistance, however it lacks Elemental compensation for being used in a Fire element armor with an assumed enemy Fire resistance of 70%, the Elecomp value is already in use by the Carnage skill, and simply needs to be reapplied to this pure status skill as it is otherwise severely underperforming as set by the precedent of Dark Invader's Force Slow.

Fiend of Nulgath's Damage mode has an MC boost, however Void Reflection mode lack an MC bonus, currently 60/(1.4*.5) = 85.71%, it should be 63/(1.4*.5) = 90% Backlash as set by the precedent of Fan Cameo's 63% melee split evenly between a 31.5% Harm boost and 31.5/(1.4*.5) = 45% Backlash.

The idea of permanent battle effects produced statuses with a duration of 9999 turns, the assumed distribution of the power expended is 10 turns and to resolve this difference modern status eater mechanics only account for a maximum of 10 turns worth of power. The problem is the unaccountable overperformance of status eaters as a result of linear power increase per turn of stacking 9999 turns effects since they do not stack like normal duration effects, for example a normal 4 turn status is 1/4 per turn and on the second application the stack increments to 1/3 +1/4 after a turn passes and the first turn's 1/4 has faded, on the next application of 9999 turns statuses there is both no slight increase in stacked power per turn of remaining duration 9998 compared to the previous turn 9999 and there is no real loss when a turn passes for statuses because the duration is longer than the power that is assumed for 10 turns, this leads to status eaters benefiting enormously when there are so many turns to build up power, furthermore resource save points equipment like Purple Rain that reset battles, effectively remove any accountability due to such lengthy durations.

It would require an unquantifiable and unnecessary amount of time to address per individual equipment interaction both for existing and future item design, attempts to patch up the symptoms instead of curing the disease of the mechanical conflict of thematic permanence of effect to balance assumption at the source in the long run has its complications and is regarded as impractical due to the immeasurable accumulation of extra safety measures workload for all associated equipment.
The ideal solution is to realign the programmed duration to the assumed duration.

AQ  Post #: 1
8/7/2022 6:02:25   
LUPUL LUNATIC
Member
 

quote:

Fiend of Nulgath's Damage mode has an MC boost, however Void Reflection mode lack an MC bonus, currently 60/(1.4*.5) = 85.71%, it should be 63/(1.4*.5) = 90% Backlash as set by the precedent of Fan Cameo's 63% melee split evenly between a 31.5% Harm boost and 31.5/(1.4*.5) = 45% Backlash.


This has already been updated in-game even though the info subs were not updated to reflect it.

quote:

The idea of permanent battle effects produced statuses with a duration of 9999 turns, the assumed distribution of the power expended is 10 turns and to resolve this difference modern status eater mechanics only account for a maximum of 10 turns worth of power. The problem is the unaccountable overperformance of status eaters as a result of linear power increase per turn of stacking 9999 turns effects since they do not stack like normal duration effects, for example a normal 4 turn status is 1/4 per turn and on the second application the stack increments to 1/3 +1/4 after a turn passes and the first turn's 1/4 has faded, on the next application of 9999 turns statuses there is both no slight increase in stacked power per turn of remaining duration 9998 compared to the previous turn 9999 and there is no real loss when a turn passes for statuses because the duration is longer than the power that is assumed for 10 turns, this leads to status eaters benefiting enormously when there are so many turns to build up power, furthermore resource save points equipment like Purple Rain that reset battles, effectively remove any accountability due to such lengthy durations.

It would require an unquantifiable and unnecessary amount of time to address per individual equipment interaction both for existing and future item design, attempts to patch up the symptoms instead of curing the disease of the mechanical conflict of thematic permanence of effect to balance assumption at the source in the long run has its complications and is regarded as impractical due to the immeasurable accumulation of extra safety measures workload for all associated equipment.
The ideal solution is to realign the programmed duration to the assumed duration.


Status Eaters assuming 10 turns for 9999 turns is completely correct and fair.
The argument that there is no turn loss and stacking potency is also correct however i do not agree with your ideal solution because there is a concept inconsistency between the assumptions. Statuses that last for 10 turns+ are assumed to be permanent effects and as such as a PERMANENT effect the turn loss and stacking is completely invalidated. Conceptual and mechanical aspect concludes that 10 turns and permanent are not the same thing. The most correct assumption for status eating is actually an assumed duration based off monster power so 10 turns for power 1 and so on, because there must be a clarify if permanent effects are assumed 10 turns then 10 turns cannot be assumed permanent, we have to decide if 10 turns is actually not a 10 turn effect but rather a permanent effect. This has obvious implications due to boss fights taking more turns and so the permanent effect would be better there. This ALREADY is happening in practice therefore coding 10 turns i think its a mistake because it defeats the purpose of the permanent wording,an effect lasting 10 turns+ by design should automatically be promoted to permanent effect and therefore actual 10 turn+ effects should NEVER exist nowadays mechanically. Permanent effects SHOULD assume monster power for eating purposes and because permanent effects should promote using them in long term battles (because thats the most logical thing for it). There is nothing wrong with turn loss and such because thats what permanent does by definition, its the 10 turn that has to be abolished here. Yes i actually want to "buff" eaters to assume more vs higher power monsters because its also more fair and correct, its not like you can nuke bosses anyway due to damage caps however it would open up a better door for eating it for something other than damage on bosses and it should be worth it because natievely bosses already have Boss Boosts and Freedom so eating an effect is already quite limited in applicability.
AQ  Post #: 2
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