Sapphire
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I am in agreement with a few of the stated proposals coming from the post Dreiko put forth. But I wanted to separate some things here and there and put forth mine. First and foremost, it has been said that "we need to get this right" as "revisiting this will not happen". With that in mind, staff requested 20% budgets. If we only run 15% for mainstats and 10% for secondaries and realize later on we should have gone with 20% across the board, this will cause them to have to go back in and rework some numbers to add in more power or add new ideas to add more power. As such, all of my personal suggestions are with the staff-requested budgets to land at 20% Melee: quote:
Strength: * Special: Warrior Lean. Melee weapon-based effects in FD armors deal x1 damage instead of x0.8 damage. * Style bonus 1: Player takes -([STR/25]/1.4)% damage from all incoming damage. (10% melee) * Style Bonus 2: Additive damage bonuses for Melee attacks are 10% stronger. (10% melee) ^ Everything idealistically I'm 100% in agreement with. However, the damage bonus I am suggesting is moved to 10% Melee to boost the overall allotted budget to 20% melee. I still feel as though warrior may lack Sparkle. It may need something outside the style bonus that's more of a gameplay "feature" that's not adding to power. I personally think the warrior lean is nice to create the FD warrior, and some will play that way and this is a positive. However, some may not. For those that will continue to just be the FO warrior they always were, they'll see more dam age and more defense. This may not be shiny enough. I personally think if those who have strength could have access to a toggle to turn on/off a berserk feature (which technically isn't a power bonus because the +damage and -BTH cancel each other out on paper... but it may provide for situational boosts and thus, provide some further sparkle on occasion. So I'm calling on staff to implement a berserk *feature* added that is an on/off switch somehow. This should be scaled based on STR. Like maybe at 250 STR we see +121% damage and -15 bth. The combination of the warrior lean to create the FD playstyle, and this berserk feature along with the damage reduction on intake I think should fully shape the warrior nicely. quote:
Dexterity: * Special: Keep the current newfound ramp model. But get rid of the excess (the forever boost) and further refine the numbers to ensure it either = warriors or ensure warriors are sliiiightly ahead. * Special: In addition to the ramp model, add a Lean model overlay on top. They'll start at no lean . With each landed hit, they gain +3.75% damage and incur a -3.75% BTH hit. For each miss, they gain +3.75% BTH and incur -3.75% damage. These will be capped at 4 hits...meaning 4 misses moves base BTH from 85% to 100%. (and appropriate damage reduction) 4 successful hits is -15% BTH. (and appropriate damage) * Special: Add a Dex/25% Rate "Precision Hit" mechanic that is essentially a Damage Loss-less auto hit, with an outleveler to 300 Dex. This means 10% of the time @ 250 DEX, all attacks auto-hit. This is per hit. This is an effective 10% bonus to BTH and so starting Melee% for Dex players will be lower to account for this feature. **This mechanic should be given to monsters** ****Ramp mode+Lean changer+auto-hit mechanic are damage identity features that should in total, make up the Ranger**** * Special: Promise of concentrated effort (maybe even a warrior tower-like quest) "Ranger Specific Efficient Imbues" created that cost 40% Melee (157sp) to imbue all weapons attacks with a 40% melee power add-on. * Style Bonus 1: Dex/5 (caps here) Initiative bonus. 250/5=+50% damage on first round. This is the same feature as the initiative on H series, but scales with dex on both the initiative side and the +% damage side. +50% on turn 1 averaged over 10 turns = +5% Melee. Cannot stack with the same feature on armor!! (5% Melee) * Style Bonus 2: 15% of the skill cost in SP refunded after a damaging Ranged damage skill is performed. This is 15% Melee, and goes for all damaging skills. Weapon based, spell based, etc. Overcharged skills refund more, weapons based elecomp to cost refund less, etc. The imbue "system" mentioned above do not count. Only damaging skills from armors/weapons/miscs, etc. This feature "goes live" as long as you have at least 5 stats in Dexterity. Because you're doing ranged damage, there are no shenanigans with 5 DEX as you're just losing damage to gain SP. (15% Melee) So my ranger model differs from there's quite a bit and has more to it to help better create the Ranger. I feel it needs many many things to take shape and make it *truly* unique. And this is revised from my earlier one I put forth. Rangers will need the SP help. Trust me. They're going to become so SP strapped that FDBR will be forced to resort to SP heals from their pets/guests. The total package I put forth will: A. Provide 2 damage identities in 1 that take both ramp and BTH lean into 1 system, and make their damage very very inconsistent, but not "random". The lean system can make use of both accurate and inaccurate spears and bows. B. Provides a new mechanic (Precision hit) that staff can build items around (like armors/weapons that can do +5% precision hit, or w/e. This is an effective 10% BTH boost that's free to create identity. This also applies to *all* attacks and is on a per hit basis, so this carries over to hybridization. C. Provides the much needed SP help that I predict they'll need. It's nuclear-option-ish D. Provides initiative instead of the damage boost in Dreiko's post. Init damage goes for pets/guests and so provides something over BeastMages (their pet/guest BTH advantage will be gone) and the near guarantee of going first over others can allow for FD Ranger variants to set up statuses up front which will be a very mainstream playing style. E. The creation of several Ranger-specific efficient status-based imbues will help emphasize skill-casting (imbues from the spell slot) These can range from any number of status monster debuffs, self buffs, damage enhancers, etc etc etc to help shape playstyles of both FO and FD Rangers. Status effects will be Dex major inflict. This multi-faceted approach will provide a TON of sparkle for both FO and FD Rangers, as well as provide requested incentives to hybridize. quote:
Intelligence: * Special: (Already Implemented)Mana Bar. Sacrifices 25% of normal attack damage to gain MP equivalent to 4 level-appropriate standard spells (unchanged from how it currently exists in-game). * Style Bonus 1: "Wallbreaker" effect on damage. This works as a pseudo-penetration effect. (15% melee) See link for details: [Link] On board here, but 2 things different. 1. This should be 20% Melee instead. So the entire style bonus goes towards 1 effect. 2. The effect should assume standard resistances. So if an assumption is a monster has it's oppo element at 130%, then this idea should cap at 130%. It will result is very minor damage boosts between 100-130%, but in my opinion, you can't *just* give damage boosts in sub-optimal conditions. As long as players have an option to target a resistance at 100%+, it will prove to be the best option anyway and this really good idea will only serve to be helpful sometimes. And sometimes help isn't good enough. So there should be help all the way up to 130% in order to allow for the effect to be helpful all the way up to "standard assumptions" Also, just to clarify. This idea actually edits monster resistance, right? Much like freeze-like effects, so it's a damage boost because monster elements are modded...this is an important distinction because status scaling effects *should* get scaled with this wall-breaker effect, too. So it's not just damage. It's element modification between 1%-129%. I support this idea with these to changes. quote:
Endurance: * Style bonus 1: Player takes [END/10]% less damage from DoT effects (Burn, Bleed, Poison, Prismatic Burn, generic DoTs like from Control). (5% melee) * Style Bonus 2: HP healing effects are [END/20]% stronger on the player (unchanged from how it currently exists in-game). (5% melee) * Style Bonus 3: Status Resistance worth 5% Melee * Style Bonus 4: +5% Melee added Blocking On board here, but we have 20% power budget to work with, so adding back in the status resistance, and moved the blocking bonus from DEX to END to ensure END takes on the bulk share of "defensive statuses" (The STR-based damage reduction being the 1 sole outlier). STR+END, esp with warrior lean should prove to be quite hardy. You've now shaped warriors to be very defensive potentially, while dealing consistent damage. Warrior builds are the likeliest build to run END, too. quote:
Charisma * Special: Guest base upkeep cost is 45% melee. * Style Bonus 1: Reduces the upkeep cost of guests by -[CHA/50]%. This means 40% melee with expected CHA investment and 45% melee with no investment. (5% melee) * Style Bonus 2: Guests have a 12.5% chance to deal +[CHAx4/15]% damage per hit. (5% melee). * Style Bonus 3: If you wield a Charisma weapon, reduce the upkeep cost of guests by -[CHA/25]% further, resulting in 30% Melee overall when partnered with style bonus 1. **Special case redesign of charisma weapons: Redesign "Charisma weapons" in order to continue to make them and to open up the idea to using them without restrictions. This also fixes the CHA weapon override issue 1. Change stat damage/BTH from 100% CHA to Highest of Mainstat/2+CHA/2 (similar to hybrid weapons. Then *if* Highest of mainstat is either strength or Dexterity, the weapon gains a 4/3 boost similar to how magic weapons are boosted for hybrid stats. A. CHA weapons will always be magic type B. But any build can use them as long as they have expected CHA C. Baseline damage cannot exceed 90% melee. (You'll always take a damage penalty even if the weapon has 0 effects) You pay 10% damage for the CHA stat/2 and upkeep discount, some of which is funneled into the style bonus The power allotment states 20%. I'm pushing 10% of CHA onto "CHA weapons" so it's a bit indirect. I saw that potentially CHA weapons might be a relic of old standards, and that implies no more CHA weapons. This doesn't make any sense to leave them alone if they exist but ensure no more are made. So instead, I'm using them to fuel change (to fix one issue) but provide a style bonus to match the power asked for. Not making more CHA weapons is a bad idea. Just fix them. In this model, you *can* get 60% Melee out of guests, and have guest "ferocious trikes" and have a 15% upkeep discount but it requires full investment in CVHA, and wielding a CHA weapon to get the max upkeep discount. This creates incentive to hold and USE CHA weapons, and for everyone, too. Player damage will be down, to pay for upkeep to do this. It's win-win for everyone. quote:
Luck * Style Bonus 1: Lucky strikes are worth 15% Melee at base assumptions for a player. With luck usually at 225 for monsters, it's a tad less, but close. When a lucky strike occurs for a monster, there is a luck vs luck roll. If the player wins, 5% of the 15% melee in damage is removed. If you lose the roll, full damage. This is lucky strike damage reduction due to your own luck. (5% melee) * Style Bonus 2: [LUK/25]% chance to automatically dodge any one hit attempted against the player each turn...ie Lucky Dodge(10% melee) * Style Bonus 3: [LUK/50]% chance that if you lose *any* status roll whether it be to inflict or to resist, it will "Lucky Override" it and make you win the roll instead. (5% melee) Again, 20% power overall. These are real life luck based things . Editted to add the lucky strike damage removal idea. The status rolllose override will end up being a very very very minor addition as the circumstances to have this occur will be on the rare side, but when it happens it will be nice. As for style bonus 2, 2 things. 1. It just needs to be decided if the monster has auto hit and the lucky dodge fires, which one wins out. 2. I'd actually kind of like to minorly change "lucky dodge" to "lucky fumble" if it could be ensured that on a monster "fumble (it would work *exactly like dodge except the verbiage and etc will show a fumbled attack instead but mechanically its the same) but if it can "turn off" all dodgelash effects when this fires to help make it look like the monster fumbled the attack. To me that idea feels more "lucky" than a dodge. If this cannot be done, I'm fine with lucky dodge. To wrap up, I feel as though implementing new ideas needs to be at the heart of all of this over expanding old ideas. I think it will prove beneficial for the game long term.
< Message edited by SapphireCatalyst2021 -- 6/7/2023 17:23:36 >
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