Bannished Rogue
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quote:
CH40T1C said: SP is a core component of the player turn formula. This formula is the most basic component of AQ's balance system, and has been for much of the past 15 years. And what about before SP even existed? But that changed and so did the model.. quote:
CH40T1C said: 100% [Player Damage] + 20% [Pets] + 20% [SP] Here, Player Damage accounts for standard attacks. Mage spells are internal to this component, as Mages make up for MP by dealing lower weapon damage. As you can see, SP is a fundamental component of this model, and portioned out to all players, irrespective of build. Changing the amount of SP for a given stat means messing with this formula, incurring severe consequences because this model (as mentioned) underpins the entire game. Changing it requires changing far too much of the existing game to be practical. This is what I meant with regards to the statement "we can't reduce the SP bar amount". It is too impractical to change, as it would essentially require a complete rewrite of AQ's balance system. You say irrespective of build, but one of the initiatives by staff is for SP to be respective of build, again, you cant have both changing that standard yet claiming it cant be changed.. Not practical if it HAD to be accomplished in month, which it doesn't. • Would it take time? Yes. • Has it been practically done before, also yes. You don't treat an infected wound by applying a bunch of bandaids. quote:
CH40T1C said: The staff have repeatedly stated that this will not happen. The staff have made this clear on this thread, as well as in numerous other places on the forums and on Discord. Which goes back to my point that it's about willingness not an impossibility. Staff may ultimagely be asking for bandaid solutions but my response is actually fix the issue. Staff may not have the resources to actually fix the issue, that doesn't change my answer. quote:
CH40T1C said: Your comparison of SP to MP and HP is incorrect. As mentioned, MP is build specific, making it an apples-to-oranges comparison. HP is more complex (and here I skip the details for the sake of brevity). Nonetheless, HP is not directly modified by any of the three Stats associated with primary builds either. There is a difference between what is and what should be. This is a thread about proposals for change, therefore there is nothing incorrect about the proposal for something existing to function similar to something that currently exists within the same medium. • Does SP currently work like that? No. • Can it, yes; you may not like it, but that doesn't make it incorrect. • Would it change the mechanics of the game? Yes, that's literally the point. quote:
CH40T1C said: There are numerous additional consequences and risks to doing this even beyond feasibility, including the risk of Warrior becoming obsolete as Rangers would assume a decisive advantage over them in a key aspect of their build, Weapon-based skills. Not really. Assuming that the Warrior is pure and did not invest in a different "mainstat", then the Warrior would either have • extra damage from pets and guests • extra HP and more tanky • extra lucky strike damage Also I forgot to put in the original, weapon specials power would need to be updated and compensated for reliability (meaning the lower the proc the more powerful). Thus FD Rangers 100% proc weapons wouldn't do as much as a FO Warrior with a [weapon proc] = 100%. Also as mentioned, a Ranger' damage would ramp down as a warrior's ramps up, further widening the gap of power/damage. quote:
CH40T1C said: Regarding the point around Weapon specials: Whether Weapon specials are updated is irrelevant because Builds identities themselves are tied directly to stats rather than to items. Yes, thats why guests are being updated, because Builds tied directly to stats rather than items. Beastmasters are just as effective without any pets or guests; that CHA stat just does it all. quote:
CH40T1C said: You might have misunderstood my point. It is possible to code such a mechanic, that was not my point. Instead, I was referring to the fact that it would break the Player Turn Model as described above. You kght have misunderstood my point. To put plainly, take the current model, and change it; that is my answer. quote:
CH40T1C said: Your justification for Rangers being offensive is based on your own personal, thematic definition of each build. I can't really comment on this because, while such thematic points are entirely relevant for theorycrafting, what really matters is how those ideas are crystallised within the existing game mechanics. That needs to be done in a way that doesn't destroy the balance model for the reasons discussed above. For that reason, I'd prefer to stick to objective definitions that we can all collectively recognise. If the existing game mechanics were so sound, we wouldn't be here right now. An inability or unwillingness to think outside if the box is not conducive to figuring out effective solutions. As well as, all of my proposals have been things that currently exist in the game, just not currently applied to the player character. quote:
CH40T1C said: Beyond this, the implementation of your system mechanically would inevitably put Rangers at a considerable disadvantage because Mages have a fully fleshed out identity and years-worth of supporting items. This essentially reverses the good work done to mechanically distinguish rangers (the promotion of DEX to a main stat) in previous parts of the stat update. Is the irony lost on the concept of the "good work done to mechanically distinguish rangers" in a thread where the staff is saying that the mechanics used to distinguish rangers are flawed and in need of change? You seem to misunderstand what I am saying and that comment makes me believe that you think that I'm saying to make rangers STR+DEX which is false. • Rangers mainstat is DEX, HOWEVER even in the current model STR increases weapon damage yes? The same is true for what I'm proposing. • Therefore optimally, in both the current model and what I am proposing, if the intent of a ranger is to deal the maximum amount of weapon damage, it would be necessary for them to max both DEX and STR. • Is STR necessary for ranged weapons to be utilized effectively? No • Since my proposal has STR greatly increase weapon special damage to shorten the gap of damage from mages, and FD Rangers typically use (as it would be most optimal for them) 100% proc weapons (i.e weapons that weapon special trigger 100% of the tone a normal attack is attempted). Therefore, it would make sense, under this model that FD Rangers would opt to max STR. • Would FO Rangers do the same? Not optimally, because as mentioned, if the goal is to turn Rangers into "skill casters" , then it would not make sense for them to take their primary source of max damage away by training STR and thus reducing their total SP useable. • If FO Rangers had access to the same SP capability, then they would be objectively better than FO Rangers, but because STR would reduce their total SP, they by virtue of DEX, would be able to use skills better than warriors or mages, but not as effectively as FO Rangers to balance the increased weapon damage they would deal assuming they maxed STR which they don't have to. quote:
CH40T1C said: It has been repeatedly stated by the staff that the existing model cannot change, through lack of time and resources. In addition, there are fundamental mechanical differences between promoting DEX to a mainstat within the existing balance model, and entirely reworking the fundamental aspects of this model across the entire game. It is another order of magnitude in terms of difficulty, complexity, and intensity If staff answer is no, then its no. That doesn't change my answer. All I'd say is do t be surprised when we're coming back to this same topic of concern a few years later.
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