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RE: =AQ= Spring Balance Update

 
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6/9/2023 0:39:26   
Primate Murder
Member

Another option is to make the guests the 'FO' equivalent for Beastmaster. When you have a guest present and active, you take +25% damage.

25*1.4=35% melee, +5% from compression.

That lowers guest upkeep to 20% melee per turn.
AQ DF  Post #: 76
6/9/2023 5:59:13   
CH4OT1C!
Member

What excellent news! With this is mind, I revert to our preferred idea:

quote:


1). Reduce Guest Value to 45% Melee
2). Increase Guest Cost to 30% Melee
3). Implement Ferocious strikes so that Guests had a 22.2% chance to deal double damage.


I maintain that guests must receive a substantial nerf. They are too overpowered, particularly for non-beastmasters. For that reason, I would not support an idea that reduces the costline for CHA users below ~30% Melee (118 SP, 157 MP), which I think is the sweet spot. Using the bonus on Ferocious strikes takes Guest damage output to 55% Melee, close to what they output now. Non-CHA users would be paying more, but I agree with @Dreiko Shadrak in that Guests should be CHA exclusive anyway (176 SP, 235 MP). I'm handwaving a third of Guest cost for Beastmasters. In this particular scenario, I believe it to be warranted.

@Primate Murder: I can't support an 'FO' Beastmaster system, firstly because that would imply that CHA is a Mainstat (which it emphatically isn't) and secondly because that would be an even lower cost than now.This is still mathematically overpowered.

Also: My goal is for Ranger to be defensively specialised with accurate attacks that ramp in damage over time using the aforementioned interaction.
Warrior is stable, as you say, with the versatility of balance between offense and defence.
Mage is offensively specialised with up-front nuking.

These same principles are the ones I discussed with you on the last thread. Each build will still be able to play in any style, just not necessarily specialise there. Yes, I recognise this puts Rangers in competition with Mage defensively - Mage dominates everywhere. The stats are a foundation, itemisation will continue and complete it. Needless to say, this is purely my approach to the problem.

< Message edited by CH4OT1C! -- 6/9/2023 8:32:17 >
AQ  Post #: 77
6/9/2023 7:16:21   
LUPUL LUNATIC
Member
 

quote:

Proposed guest power and upkeep costs
45% power
35% upkeep cost with no CHA, 25% upkeep cost with CHA
Chance to FS


I cannot support a lower power Guest idea because i like Guests that trade all damage for effects (doesnt matter what effects), and i like Guests being potent status inclined, i definitely do not want 45% Guest Melee sorry but i care too much for status Guests to see it drop by 25% (From 60% to 45%) just so we have lower upkeeps. I however think that we should just use CHA to mitigate upkeeps and call it a day, no point trying to Ferocious Strike if Guest damage already is 45% Melee to try to sugarcoat it to 60% Melee particularly because it does not help Guests that trade all damage for an effect (since those cannot FS). I am definitely up for 60% Melee Guests and just CHA mitigating for upkeeps to not make it too absurd for casual players.

P.S: Not to mention booster guests would be hit again boosting less (45% instead of 60%).

< Message edited by LUPUL LUNATIC -- 6/9/2023 7:24:39 >
AQ  Post #: 78
6/9/2023 7:48:39   
Sapphire
Member

quote:

1). Reduce Guest Value to 45% Melee
2). Increase Guest Cost to 30% Melee
3). Implement Ferocious strikes so that Guests had a 22.2% chance to deal double damage.


This is the best compromise. Easily


I do believe boosters need a complete re-thinking, though.
Post #: 79
6/9/2023 9:08:05   
Dreiko Shadrack
Member

quote:

Charisma:
* Special: Guest upkeep is (45-[CHA*3/50])% melee. This means 30% melee with expected CHA investment and 45% melee with no investment
* Base guest damage is lowered to 45% Melee with expected CHA investment and 22.5% melee with no investment
* Greater Aspect: enable guests to have a 22.2% chance to deal +[CHA*2/5]% damage as a Ferocious Strike, effectively a purely CHA scaling version of Lucky Strike (10% melee)

In light of the new information [given] to us, I will be changing our tavern suggestions post to include this. It was our original plan to begin with for CHA.

< Message edited by Dreiko Shadrack -- 6/9/2023 10:49:34 >
AQ DF MQ AQW Epic  Post #: 80
6/9/2023 12:19:57   
Sphinx Jevoha
Member





We agree with Korriban Gaming's suggestions. He's been playing for more than a decade, runs the biggest AQ channel on YouTube, and posts weekly videos. He knows the game like the back of his hand, probably in the best position to make an informed decision.

It's good that CHA and guests/pets are getting attention. Most players are just STR Bloodzerker or INT Destruction Burst abusers, so it's nice to see some CHA attention.
How about this:

Each main stat (STR/DEX/INT/CHA) gets passive abilities:

STR - Each turn, STR applies 1 stack of "Fragile" status on enemy, enemy slowly losses HP each turn.

DEX - Each turn, DEX applies 1 stack of "Hawkeye" on player, player slowly gains +BTH each turn.

INT - Each turn, INT applies 1 stack of "Mana Overload" on player, player slowly regens MP each turn.

CHA - Each turn, CHA applies 1 stack of "Hunting Party" on enemy, enemy slowly takes more damage from guests and pets each turn.


Post #: 81
6/9/2023 12:38:48   
  Lorekeeper
And Pun-isher

 

Who's 'We'?
Post #: 82
6/9/2023 12:41:08   
Korriban Gaming
Banned


quote:

quote:
1). Reduce Guest Value to 45% Melee
2). Increase Guest Cost to 30% Melee
3). Implement Ferocious strikes so that Guests had a 22.2% chance to deal double damage.

How would FS affect guest effects and boosters? After a bit of thinking I feel like it might not only be easier but also better to scrap FS completely and funnel it into lowering cost or increasing base power because FS is inconsistent. So something like this

At 250 CHA
Guest value is 55% Melee (this is the same overall power as your proposed solution for the same cost)
Guest cost is 30% Melee

At 0 CHA
Guest value is 45% Melee
Guest cost is 35% Melee

Based off what I have here, BMs would get 25% more value out of using guests whereas non BMs would only get 10% more value.

quote:

* Special: Guest upkeep is (45-[CHA*3/50])% melee. This means 30% melee with expected CHA investment and 45% melee with no investment
* Base guest damage is lowered to 45% Melee with expected CHA investment and 22.5% melee with no investment

The fact that you want to make guests weaker than pets AND having an upkeep cost to boot is outrageous. Non BMs would NEVER use guests if the change were to go this way. I think guests should still remain as a semi feasible option for non BMs, though obviously not as good of a choice as compared to BMs. According to your numbers, non BMs are actually losing out if they use guests. Regardless of the situation I feel guests should never be weaker than pets even without CHA and their cost shouldn't be higher than 35%

< Message edited by Korriban Gaming -- 6/9/2023 12:51:45 >
AQ DF AQW  Post #: 83
6/9/2023 13:03:48   
CH4OT1C!
Member

quote:

The fact that you want to make guests weaker than pets AND having an upkeep cost to boot is outrageous. Non BMs would NEVER use guests if the change were to go this way. I think guests should still remain as a semi feasible option for non BMs, though obviously not as good of a choice as compared to BMs. According to your numbers, non BMs are actually losing out if they use guests. Regardless of the situation I feel guests should never be weaker than pets even without CHA and their cost shouldn't be higher than 35%

@Korriban Gaming: Ok, so:
1). Guests will not be weaker than pets. This proposal suggests 45% Melee with CHA investment. Pets are currently worth 40% Melee with CHA investment, and this wouldn't change. This idea is already a component of the game - without CHA investment, pets are assumed to be worth 20% Melee and Guests 30%.
2). The reason why Guests cost SP is because Pets are explicitly accounted for in the player turn formula, where Guests are not. Guests are technically counted within the "SP" component, as they are skills. You already have an alloted amount of damage value per turn accounting for pets.
In sum, it isn't outrageous - it's what already happens

< Message edited by CH4OT1C! -- 6/9/2023 13:06:10 >
AQ  Post #: 84
6/9/2023 13:57:42   
Sapphire
Member

Actually, now that I think about it. It does seem kind of funky ..if you compare guest damage to pet damage that in some proposals Guest damage is barely better than a pet, yet you have to pay for them out there wazoo.

Maybe in some ways this was an outlier in original standards and ideas to justify it. If you start at the base pet 40% Melee and consider they're free, then you add 20% melee for 20% melee cost and arrive at darn near the same as modern standards, it kind of makes sense in a small way.

A guest = a pet that can be extra boosted via an upkeep.

It just depends on the foundation of the logic at hand.

Maybe it is a good idea to assume Guests inside the standard assumptions since all kinds of models are being tampered with, and because who ISNT utilizing them ANYWAY?

Maybe a perspective change warrants a change in direction.

Post #: 85
6/9/2023 14:12:51   
  Lorekeeper
And Pun-isher

 

That would also require them to become equipment rather than summons, at which point we'd need extensive backend and databasing work that would require Rhubarb's help. Even if that was feasible, they'd then become an assumed part of turn value, requiring even more shuffling.
Post #: 86
6/9/2023 14:19:01   
Sapphire
Member

Its the best way to go, though.

Make them assumed, make them free. Do 30% melee w/o CHa and 60% with. Just add them into the assumed model. Because, everyone is using them. Everyone. The new damage model assumed standards simply get changed and modded and we can stop acting like they're some sort of special case.

They're not. They're standardly used items anyway, regardless of faulty assumptions which is causing the issue. Maybe instead of the items being the issue, it's the assumptions. Food for thought.








< Message edited by SapphireCatalyst2021 -- 6/9/2023 14:59:20 >
Post #: 87
6/9/2023 14:32:06   
  Lorekeeper
And Pun-isher

 

I'm afraid that it's very much not the best way to go when the scope of the revamp needs to be kept to what Ianthe can reasonably finish within the summer, as opposed to extending until the next time we can have Cap'n help with extensive backend, UI, and shop work. Even if we ignore the heft of the database work that would be required to make an item for every guest, that would be a bigger delay than any we've had so far. I also do not expect that the resulting increase in monster power would be very well received.
Post #: 88
6/9/2023 18:30:39   
dizzle
Member
 

One thing that I don’t believe has been addressed (if it has, apologies for bringing it up again it’s not my fault I can’t read) is the issue of CHA builds with INT vs without INT. It has been generally agreed that summon guests were a mistake, but that can of worms was opened years ago and there’s no going back now. With the increase in guest upkeep I don’t believe it’s actually going to “kill beastmasters.” I think the end result is fairly obvious actually: it’s just going to push people further towards beast mage. With the ridiculous pool of MP we get being nearly double the pool of SP we get, on top of how easy it is to regenerate mp, the obvious alternative is just to switch from using SP upkeep guests to MP upkeep guests. In attempt to reign in the power of beast builds by making them pay the appropriate cost for guests (which I do believe is necessary don’t get me wrong) you’re further separating the gap between non-INT beast builds and INT beast builds. This is on top of the fact that dex and pets accuracy is getting decoupled. Are there any plans to address this so as to not completely power creep any beast build not invested in INT?

I’m really not trying to attack INT or mages in general, I just want to make sure my poor fdbr doesn’t get left in the dust after this revamp

Edit: Maybe I’m viewing this as more of a problem than it is? I’m conflicted with this because this isn’t exactly a new issue, but hasn’t gotten addressed at all over the years either and we continue to get summon guests as well. I just can’t help but think that with how much larger the mp pool is and how substantial the increase in guest upkeep will seem, on top of how many other items/skills consume SP, people just gravitate towards MP upkeep guests in order to keep their SP free for shenanigans. It’s either that or I suspect people will start leaning even more on EO for upkeep which will make it that much worse when it does get nerfed. Is this just a “get over it, this needs to happen whether you like it or not” situation? If that is the case then I will begrudgingly swallow this pill I suppose and make the switch from FDBR to LBM


< Message edited by dizzle -- 6/9/2023 19:49:35 >
AQ  Post #: 89
6/9/2023 22:03:49   
Korriban Gaming
Banned


quote:

@Korriban Gaming: Ok, so:
1). Guests will not be weaker than pets. This proposal suggests 45% Melee with CHA investment. Pets are currently worth 40% Melee with CHA investment, and this wouldn't change. This idea is already a component of the game - without CHA investment, pets are assumed to be worth 20% Melee and Guests 30%.
2). The reason why Guests cost SP is because Pets are explicitly accounted for in the player turn formula, where Guests are not. Guests are technically counted within the "SP" component, as they are skills. You already have an alloted amount of damage value per turn accounting for pets.
In sum, it isn't outrageous - it's what already happens

So I stand corrected then but I still maintain my originally proposed values. I am still curious to know how your FS idea will affect effects and booster guests. Will they have a small chance to have a stronger effect and/or boost? Because as it stands, almost all guests do more than just damage and alot of guests are not used for pure damage alone if at all. For this reason, I have come to the conclusion that FS actually hurts guests overall more than it helps them, so I'd rather funnel this 10% melee worth of power into raising their base power by 10% instead

I think Sapphire makes an interesting point and it's a perspective I think many of us has not thought of before. Though I feel it is very highly unlikely we'll ever see guests become free in the foreseeable future.

I disagree with Dizzle. As a Mage myself, I still prefer to use SP upkeep guests as I like to run spells too in tandem with my guests. I don't want to reduce the number of spells I can cast in favour of upkeeping guests so I prefer to use the extra SP bar to upkeep them instead. This way I can go all out with both guests and spells. I only use regen items after I run out of juice. Of course I do understand that this problem is easily solved with MP regeneration items as part of the original burst set up like you mentioned and I know not every Mage that runs guests plays like me. As long as the upkeep costs aren't absurd after the change (which Lorekeeper has stated that it won't be but fingers crossed till I see the final numbers), I don't think everyone will suddenly switch to a Beast Mage just to upkeep them. Mages use their MP for alot more than just upkeeping guests IMO.
AQ DF AQW  Post #: 90
6/9/2023 23:12:49   
Primate Murder
Member

quote:

I maintain that guests must receive a substantial nerf. They are too overpowered, particularly for non-beastmasters.


The problem here is, the ones you're taxing most heavily are beastmasters. You're removing 25% of guest damage while also making them unsustainable with a turn's worth of sp. Beastmasters will need EO just to maintain their guests. You can't honestly tell me that's a good change.

quote:

I can't support an 'FO' Beastmaster system, firstly because that would imply that CHA is a Mainstat (which it emphatically isn't) and secondly because that would be an even lower cost than now.This is still mathematically overpowered.


It does nothing of the sort? That's like saying that having an End-based healing spell implies the stat is equivalent to Int. Having more options does not turn something into a MainStat.

Also, it's not mathematically overpowered. Literally, I gave you all the numbers in my last post, complete transparency. Mathematically it all fits. With that out of the way, your only objection seems to be that guests will cost less, and, well, yes? I absolutely think Beastmasters deserve more support.

quote:

Also: My goal is for Ranger to be defensively specialised with accurate attacks that ramp in damage over time using the aforementioned interaction.


Ah, my bad. I thought we moved past the ramp.

Personally, I'm not a fan. FO rangers don't get a chance to take full advantage of it, FD rangers get basically nothing (while having their niche stolen by warrior lean), but if enough people support the idea, I'll keep my peace on the issue.
AQ DF  Post #: 91
6/10/2023 0:35:52   
Dardiel
Member

My opinion on the CHA/guest situation is:
A: Guest output should match their cost as a starting point - if the game assumes the player isn't using guests and has no CHA, that puts them into the same category as miscs in my eyes. You pay for what you get, no more no less.
B: Guests should have their baseline output reduced so that they can be used for long periods - this is personal preference of course but I consider guests to be sources of consistent effects rather than brief powerful effect. I'd rather pay a handful of SP per turn to have effectively two pets than to dump my SP every now and then for a few turns of a strong guest (outside of cases where a guest is designed as "overcharged" to cost a bunch of SP for like some incredibly strong guest that's hard to maintain)
C: CHA should (mostly) make guest output stronger - Not much to say here, the other stats make numbers go higher so it feels normal that CHA does the same. To that end it feels more natural for CHA to boost guest output as its main function, with the style bonus going to whatever feels good from there.

My opinions lack numbers so they might be flawed, but I'm willing to support nearly any idea that matches at least one of the points I listed.

To provide a more complete stance on opinions that have been put forward:

STR/INT/END/LUK: I have no opinions that haven't already been put forward and am largely fine with any decision made here

CHA: As above, if they're not hard to maintain and aren't actively bad with 0 CHA then I'm most likely happy

DEX: This is the strong opinion one - I still very much like the ranger identity idea of uncapped lean change on hit/miss where the magnitude of the change depends on the direction and extremity of the weapon/skill's inherent lean, as well as the style bonus of stacking BtH/damage on hit/miss to turn the ranger identity into a "mitigate the downsides of the lean change" bonus. I am hesitant to support ideas that punish missing or create a trap out of certain weapons (eg giving lean expertise which promotes a very high accuracy lean, but also giving enough accuracy that the lean is overkill and therefore an unnecessary damage loss).
Post #: 92
6/10/2023 3:05:13   
Nish
Member
 

So from what i understand , Guest Upkeep Cost will be rise resulting Guests will be hard to maintain in return nerfing the Beastmaster overall dmg.

So whats the actual reason behind this instead "Beastmaster is OP"?

Lastly are there compensation for this nerf?
Post #: 93
6/10/2023 5:35:54   
CH4OT1C!
Member

quote:

Another option is to make the guests the 'FO' equivalent for Beastmaster. When you have a guest present and active, you take +25% damage.

25*1.4=35% melee, +5% from compression.

That lowers guest upkeep to 20% melee per turn.

@Primate Murder: My apologies - I slightly misunderstood what you were getting at with this idea. To be blunt, I don't think you can justify decompression compensation here, but that wouldn't necessarily be an issue - you could just up the HP cost. This system still isn't mathematically balanced if you take into account the "+25%" damage because it falls under the old system of HP costs (based on incoming monster damage i.e 5% HP, which is way more efficient than what it should be paying as a damage resource. Your system would cost 87 HP per turn). I also take issue with giving them even that cost - from my perspective it goes against the spirit of the nerf. In your last post, you asked me:

quote:

The problem here is, the ones you're taxing most heavily are beastmasters. You're removing 25% of guest damage while also making them unsustainable with a turn's worth of sp. Beastmasters will need EO just to maintain their guests. You can't honestly tell me that's a good change.

I'm going to get a bit more blunt than usual for the sake of clarity: I don't think Beastmasters need more support. They already rival Mage being the single most overpowered setup. The reason they've gotten less publicity over the years is because Mage was the face of the nuke meta of 2015-2018. Even ignoring that though, I don't think Guests should be infinitely sustainable without additional support as a matter of principle. For all intents and purposes, Guests are a type of skill. Skills for every other stat in the game cannot be infinitely sustained without some form of regeneration, and I don't think CHA has any justification to be treated differently. However, I fully recognise that, due to the nature of CHA, the player will want them sustainable over long periods of time. With that in mind, we did some timeframe calculations earlier in this discussion and I think it would be a good time to bring the method back.

Our new system costs 118 SP to maintain. Beyond regeneration, so you won't be firing off any extra skills without support. Every battle, the player starts with at least 392 SP, and the deficit is 98 - 118 = 20 SP per turn. How long does it take for it your SP to run out?

quote:

392 / 20 = 19.6 turns


In other words, you would only need to use EO purely to sustain a Guest after ~20 turns of battle. That's twice as long as the assumed battle duration (and we all know how accurate that is). One single turn of regular 98SP regeneration would provide you with another 4.9 turns of Guest damage.

In comparison, the current model is infinitely sustainable, but with only 12 extra SP regeneration (assuming 21.875% melee SP cost). You could use a Melee or Ranged skill on the first turn of battle based on your 392 SP, or even a magic skill after (490-392)/12 = 8.17 -> 9 Turns, but you'd have to wait at least another 32 turns after that for your next one. Adding a misc also upends the system. Essentially, if you want to use skills or a misc on the regular with your setup, you need other forms of regeneration anyway.

I want to tax Beastmasters heavily. They currently get 39.125% Melee for free every turn if they use guests, where no other setup does. I'm still handwaving 15 of that 39.125% Melee purely to produce a desirable result, so they'll still be getting more than an extra skill's worth of SP a battle. However, the bare minimum cost I would consider acceptable is 30% melee, no matter how much damage they output. For me, it must outstrip regeneration.

Regarding DEX - if you don't like it then that's fine. I'm sure that there'll be other alternatives proposed. I will personally be happy so long as whatever gets implemented doesn't entirely destroy the balance model, which I think is a given anyway!

quote:

I think Sapphire makes an interesting point and it's a perspective I think many of us has not thought of before. Though I feel it is very highly unlikely we'll ever see guests become free in the foreseeable future.

@Korriban Gaming: It's less about likelihood and more about @SapphireCatalyst2021 misunderstanding how Guests work. Guests are completely different to pets. As mentioned above, they're closest to skills. A zero cost Guest would deal no damage. You can't have a Guest with no cost.

I also saw that you mentioned the point of Ferocious Strikes - it's there for flavour and you could potentially argue to provide a flat damage boost instead. Less visible but potentially more relaible. That said, it opens up space in the sphere for Ferocious strike related mechanics, depending upon how it's implemented.

quote:

So from what i understand , Guest Upkeep Cost will be rise resulting Guests will be hard to maintain in return nerfing the Beastmaster overall dmg.

So whats the actual reason behind this instead "Beastmaster is OP"?

Lastly are there compensation for this nerf?

@Nish: The reason pretty much is "Guests are OP". Their power needs to be reduced. Because a reduction in power is necessary, we can't have compensation in equal measure (otherwise it wouldn't be a reduction in power at all). The way we do it in our proposal is Ferocious strikes, where Guests essentially have a chance to deal double damage on a hit.

< Message edited by CH4OT1C! -- 6/10/2023 9:03:59 >
AQ  Post #: 94
6/10/2023 6:22:39   
PD
Member
 

So building upon my previous ideas for warriors:

1. SP/MP burn: All Melee attacks burn SP/MP. When either of these are depleted, you get a bonus, not unlike Katar of Water/Earth (I remembered these exist!). Could be extra damage, or the player gets a certain bonus like enhanced elemental shield.

2. Battle Rhythm: Every attack builds up elemental shield that lasts for the rest of the battle. Or this could be that your BTH gradually goes up over a battle.

And a few new (crazy) ideas:

1. Cleave: Melee attacks contribute stacks of "Cleave". When you build up enough stacks, you deal an "extra" hit (With no extra effects) that follows your weapon's element and type and cannot miss. Stacks faster with STR and missed attacks.This sort of builds upon my previous "Rage" idea where players get rewarded for all-out attacking when the enemy dodges too much or the battle is dragging on too long. While this might increase damage, if you're missing a lot you should be compensated and this extra attack will average things out. And if you're landing all your hits this will not happen as often.

2. Retaliation: Like Samukematsuri, you get rewarded for being hit. I had an idea where getting hit allows you to build damage/resist/source/other. Perhaps a No-Guard like effect where if the enemy hits you, then your next attack is more likely to land (reduced MRM or get bonus BTH on the next attack).

3. A minor backlash effect associated with STR? Not unlike the above mechanic that rewards you for getting hit. Ideally it should be weak enough since it would be an innate effect that always works when you are hit.

4. STR builds resurrection stacks?

< Message edited by PD -- 6/10/2023 6:26:39 >
Post #: 95
6/10/2023 7:13:01   
Sapphire
Member

quote:

2. Retaliation: Like Samukematsuri, you get rewarded for being hit. I had an idea where getting hit allows you to build damage/resist/source/other. Perhaps a No-Guard like effect where if the enemy hits you, then your next attack is more likely to land (reduced MRM or get bonus BTH on the next attack).


I think warrior needs something of flavor to add and provide some sparkle. Something somewhat similar to this, or something a la Titan's Mug misc baked into warrior somehow w/o causing imbalance IMO would be perfect.

I think it should maybe be a turn-based mod that the more damage you take that previous turn, the higher the damage mod goes for your outgoing damage. The -10% damage reduction aspect should play nicely. Maybe it's a small additional lean baked in, scaled via strength?


--------------------------------------------------------------------------------------------------------------------------------------------

In regards to guests, 1 of two things needs to occur.

1. Change every MP summons guest to SP. Rename the old summons to "Legendary" or something. Then allow people to just sell them off. If you're talking about a token/GGB item then maybe there be some sort of buyback. Since this isn't likely to be feasible...

2. You need 2 standards , depending on calls or summons.

The reason: MP guests for Mages replace the spell. Since Mages are assumed to use the spell slot , replacing say, an Ice Spell with an Ice Guest means that a Guest Summons should be assumed, too.

So you have standard 1 which is "Spell Replacement Theory". Isn't it an assumption that you have all 8 elements covered at base assumptions?

SO you must treat Guest Summons simply as a spell replacement. This means You need to try and match damage and cost to spell output over 20 turns, if possible.

However, 800% damage divided by 20 turns is 40% Melee/turn. And 653MP*4=2612 2612/20=130.6 Mp upkeep.

So let's roll with that temporarily. 40% Melee for 130.6 MP upkeep if we view this as spell replacement and thus, assumed damage.

quote:

Mage-> 800% (4 spell casts) + 1200% (16 weapon attacks) + 400% (20 turns of pet attacks @ 20% Melee) = 2,400% Melee.


Lucky Beast Mage-> 0% (0 spell casts) + 1500% (20 weapon attacks) + 800% (20 pet attacks @ 40% Melee) + 800% (20 guest attacks @ 40% Melee) =3100% Melee. Same MP.


Ranger --> 2000% (20 rounds at 100% Melee) + 400% (20 rounds of pets @20% Melee) = 2400% Melee (Matches Reg Mage)


FDBR--> 2000% (20 rounds at 100% Melee with bows) + 800% (20 rounds of pets @ 40% Melee) 2,800% Melee. Now, at base assumptions here the use of the spell slot for a Ranger isn't assumed, however, they have CHA investment. The fact that CHA investment isn't translated over onto assuming they're using the spell slot for a guest is absurd. If you include this even at 40% melee as above for the Mage, you have another 800% So FDBR skyrockets to 3600% Melee, beating everyone by a mile.


So what we have is

1. Pure builds have lower, standardized output. But the stat revamp allows them to train END, so where CHA provides more damage, END provides more HP's. IMO, this should be a worthy assumption, and accepted trade off.
2. Mage based Beast builds get to choose between spells or guests. Spells are assumed, yet guests are not. However, they occupy the same slot. This logically should mean that if spells are assumed for a Mage, which is the base build, then a replacement for a spell in favor of the guest should also be assumed for MP upkeep guests. It's logical. Here, you have a decision. Do you want more up front damage that will end up less by the end? Or more of a sustained damage model that will eventually surpass the spell model? To me, it might be a worthy and acceptable trade off. It's 2400 damage but a bulk of it is front loaded vs 3100 damage but only if you actually go 20 turns, which isn't likely in reality.

So my conclusion here is this: If you use the widely accepted, yet widely scrutinized 20 turn model, the numbers are off. Also, since guests are housed in the spell slot, IMO< a MP upkeep guest should be assumed in the model because it's literally replacing the spell. To me, this is common sense.


Also, when you compare the two Ranger variants, the spell slot isn't assumed in the current model, but for a CHA investment to me it's absurd to think the spell slot wont be assumed to use a Call guest to actually USE the guest. The fact that assumptions in both cases do not account for a guest I call into question. Because *everyone* is using them.


Let's say you move guest damage back to 60% Melee. The LBM's total damage becomes 3500% and the FDBR's damage becomes 4000%.


We now have Mage vs Ranger (and warrior) both running at 2400% Melee. So pure builds now run 2400% melee and likely train END for defense.

We now have LBM pushing 3500% Melee and FDBR (and likely warrior lean based Beast warrior) running 4000% Melee. These builds assume LUCK and not END.

In order to bring down that 4000% Melee from a FDBR to match the mage's 3500% melee, whom is FORCED to REPLACE their spell slot because it's ASSUMED, you'd need to drop a call version of the guest to 35% Melee/turn.

This reduces total melee from a guest from 1200% to 700% over 20 turns and now you have both LBM and FDBR at 3500% Melee.


So having two separate standards for CHA and builds to compare with, why not:

1. Assume non CHA builds run END (Not to increase monster damage, but to use as a comparative standard as to say, CHA vs END is Offense vs Defense
2. Assume CHA investment = using the spell slot for guests
A. In the case of Mages, training CHA assumes "Spell Replacement Theory"
B. In the case of Rangers/Warriors, you lower guest damage to 35% Melee


3. This means summons guests do 60% Melee @ 130.6 MP upkeep
4. This means call guests do 35% Melee and the upkeep should be VERY low, if not outright free.


If you moved guests down to 40% melee, the gap between LBM and FDBR is 3100 vs 3600 and it's the same 500%. Reducing 500% then likely needs to come from Ranger BOWS, so then bows will do 75% melee and now we have a match. This route has good points as well as issues. It makes the guest the same value in Melee%, bridges some of the gap between Pure build vs CHA build, and 40% melee for calls version is higher than the 35% in the other version. The issue with reducing bows is for FD non CHA trained Rangers. They just lost a lot of damage.

I think the first model is better honestly.

You could also take model 1 and "split the difference". Maybe Bows move to 90% and you lose 200% Melee there, then the other 300 comes from reducing 60% guest to 45%. This also balances the model.


Either way if you went 35% Melee or 45% melee (with also reducing bow damage, which might be the better route ) Then Call guest upkeep should just be dirt cheap, if not outright FREE because for Summons, it's replacing the spell and thus should be assumed. That means for DEx+CHA or STR+CHA then using the spell slot for a guest should also be assumed.

And what you have is a new assumption in terms of "Do I want offense or do I want defense, ie INT+END or INT+CHA......DEX+END or DEX+CHA??


Now, I personally think Luk needs greater play into BTH, slightly, and take it from Main-stat. This means no luck investment reduces BTH by enough such that it's noticeable if you go INT/END/CHA, for example. Which is the backlash build, and you aren't going to be relying on accurate attacks.

The totality of this model IMO works way better with updated and logical assumptions.

So to recap:
*New standard assumptions
*Cha=Offensive Decision vs END=Defensive Decision
*Luck=Increase BTH slightly on weapon attacks/spells/skills/pets/guests, reduce accordingly from Main-stat and pet/guest formulations.
*Investing in CHA=You're assumed to use guests
* 2 Guest standards
*Summons Guests assume "Spell Replacement Theory" and = 60% Melee @ 130.6MP/turn (same as 4 spellcasts in 20 turns)
* Reduce Bow damage to 90% Melee
* Call Guests are 45% Melee and FREE cost, or dirt cheap (maybe 5% Melee)

You could then use CHA style bonus differently. Maybe Call Guests get 60% Melee effects power. Maybe summons guests get 15% upkeep reduction? Call it a day.


At the end of the day, You need 2 standards and use some logical assumptions for CHA, or you *can't* balance it. (Like assuming you're using guests if you trained CHA, duh!) One for Summons Guests, and one for Call Guests. And you need to assume the use of guests if CHA investment. And you need to assume you are going offense (CHA) or defense (END) This should be the new assumption model. Or forever be broken. I'm sure people will hate this. But w/e

< Message edited by SapphireCatalyst2021 -- 6/10/2023 9:12:46 >
Post #: 96
6/10/2023 8:36:25   
Snowbound
Member
 

So, from what i'm seeing here, guess ill have to change builds since guests are gonna be yeeted from existence, only thing to do is hope the nerf isn't to hard, cant have fun anymore
Post #: 97
6/10/2023 8:43:11   
Nish
Member
 

@CH4OTIC!: Who "We"?

How does Ferocious Strike gonna affect booster or backlash guest? Are they gonna deal double backlash dmg and double their boost rate?

quote:

[The reason pretty much is "Guests are OP". Their power needs to be reduced. Because a reduction in power is necessary, we can't have compensation in equal measure (otherwise it wouldn't be a reduction in power at all). The way we do it in our proposal is Ferocious strikes, where Guests essentially have a chance to deal double damage on a hit.]
Post #: 98
6/10/2023 10:41:22   
Korriban Gaming
Banned


quote:

A: Guest output should match their cost as a starting point - if the game assumes the player isn't using guests and has no CHA, that puts them into the same category as miscs in my eyes. You pay for what you get, no more no less.

I disagree with this. Doing so would either make guests too weak or too expensive, they need to provide more value than what they cost if you look at it from a practical use case perspective. Of course, it shouldn't be as much as before but making them be equal would kill them completely.

quote:

Our new system costs 118 SP to maintain. Beyond regeneration, so you won't be firing off any extra skills without support. Every battle, the player starts with at least 392 SP, and the deficit is 98 - 118 = 20 SP per turn. How long does it take for it your SP to run out?

quote:

392 / 20 = 19.6 turns


In other words, you would only need to use EO purely to sustain a Guest after ~20 turns of battle. That's twice as long as the assumed battle duration (and we all know how accurate that is). One single turn of regular 98SP regeneration would provide you with another 4.9 turns of Guest damage.

In comparison, the current model is infinitely sustainable, but with only 12 extra SP regeneration (assuming 21.875% melee SP cost). You could use a Melee or Ranged skill on the first turn of battle based on your 392 SP, or even a magic skill after (490-392)/12 = 8.17 -> 9 Turns, but you'd have to wait at least another 32 turns after that for your next one. Adding a misc also upends the system. Essentially, if you want to use skills or a misc on the regular with your setup, you need other forms of regeneration anyway.

That's where your logic is flawed. No one runs guests only without any toggles, skills or miscs. I am not asking for everything to be infinitely sustainable but it shouldn't be the case where you run out in 3 turns with a full SP bar or need to dedicate your entire setup to purely sustaining it and nothing else. This limits the playstyle heavily which I'm very against. Players should still have the flexibility to do a bunch of other things without having to worry too much about the cost.

quote:

1. Cleave: Melee attacks contribute stacks of "Cleave". When you build up enough stacks, you deal an "extra" hit (With no extra effects) that follows your weapon's element and type and cannot miss. Stacks faster with STR and missed attacks.This sort of builds upon my previous "Rage" idea where players get rewarded for all-out attacking when the enemy dodges too much or the battle is dragging on too long. While this might increase damage, if you're missing a lot you should be compensated and this extra attack will average things out. And if you're landing all your hits this will not happen as often.

2. Retaliation: Like Samukematsuri, you get rewarded for being hit. I had an idea where getting hit allows you to build damage/resist/source/other. Perhaps a No-Guard like effect where if the enemy hits you, then your next attack is more likely to land (reduced MRM or get bonus BTH on the next attack).

I like these ideas, the rest not so much.

@Sapphire I personally think what you proposed is too much work and overcomplicates alot of things. Honestly I think it might be better if everything stayed the same and they just made minor tweaks to the numbers. On top of that, I am of the opinion that beast mages don't use their MP purely for guest upkeeps and that they should be able to do both. At least that's how I prefer to play, by using my MP to cast spells and upkeeping guests with SP. Not everything can or needs to be balanced. If CHA needs to be OP for it to be viable for guests then so be it IMO.



AQ DF AQW  Post #: 99
6/10/2023 10:48:27   
  Lorekeeper
And Pun-isher

 

quote:

So, from what i'm seeing here, guess ill have to change builds since guests are gonna be yeeted from existence, only thing to do is hope the nerf isn't to hard, cant have fun anymore


Nowhere has this been stated or implied. In fact, our explicit intent is for the cost to not be too high. Don't worry, we have no intention whatsoever of making a build not viable or fun.

quote:

Who "We"?


First person plural referring to everyone due to speaking about something affecting all players, namely the fact that most guests have always had three times the power they pay. The basic use of the word; not a case of uses that required the call for clarification being echoed here.




Let's refocus the thread on good faith discussion of proposals before this tangent escalates, as it typically does. To help resolve it, here's a simple explanation of the guest situation:

Guests have historically output three times the amount of power they pay for. This happened because they were originally designed with a completely different stat model in mind: DEX as universal accuracy and CHA as a main stat, with weapons paying 25% of their damage for this reduced guest cost as a decompression cost. In practice, this never actually applied: Guests can't dynamically adjust their cost based on your equipped weapon, and CHA was never a full blown main stat. The error was never fixed because it was impossible -- There wasn't code to adjust guest stats from the engine side, every individual guest file handled its own stats. It was a situation that depended on Rangers not even being considered an independent build, and there was no way to fix it.

Now that we're revamping stats, and Ianthe is working on guest stats being handled by the engine, it wouldn't make sense to keep the error on purpose. However, we don't want to just catch the cost up to the power and call it a day. As the first post laid out, we're implementing a bonus for each stat, and planning on using CHA's bonus to reduce guest costs. We can also slightly reduce guest power and slightly increase the cost to lessen the impact, instead of dumping the cost all in one place. The code that allows this also makes it possible to have beastmaster gear that modifies guest costs, and we can use that to help further.
Post #: 100
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