RobynJoanne
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I've been sitting out of the recent stat balancing discussions partly because I'm burned out from my previous experience with the earlier changes to stats but also partly because I believe all this effort has been ignoring a major elephant in the room: the turn model. As Lorekeeper notes in the Spring Balance Project thread, changing the turn model is impossible. quote:
Changing the turn model. To be absolutely clear, it's not a statement of how long we want battles to take, but an essential framework of what happens under minimal conditions, as a reference for virtually all game calculations. This is a stat revamp, after all, not the creation of a whole new mechanical framework for a new game. That's about what the workload of changing the turn model would be like -- EVERYTHING would have to be reworked to fit it. For those unaware, the turn model refers to the current assumption that a battle against a typical mob takes 10 turns and one against a boss takes 20 turns. This is the reason that we generally heal every two battles against mobs and also after every boss battle (barring specific challenge gauntlets that waive this heal for extra difficulty). Monsters are defined by an invisible attribute called the monster power. Your typical mob has power 1, and your typical boss has power 2. "Elite" bosses have power 3. Void bosses have power 4-5. The infamous Shadow Maelstrom has power 10. The "half-power" mobs in wars and certain quests have power 0.5, which is why there are four battles between heals in those. Monster power gives monsters a bit of leeway in balance in terms of how strong they can be, and it affects the amount of rewards one gets upon winning a battle. It is what items like those of the recent Silver Savior set refer to when they mention power 2. Note that monster power correlates with difficulty but isn't a true indicator of it. Think of it like a currency monsters can use. Smart use of that currency can let a monster go much further than one with more of it. The 20-turn model is rightly criticized for being an inaccurate representation of AQ. Mob battles almost never take 10 turns, and bosses also rarely take 20 turns (disregarding tanky mobs and bosses). AQ questing would be an utterly banal experience that would drive many to quit if battles actually took that long. Imagine doing the at least 20 battles to get the Kindred set if each battle took that many turns. The 20-turn model wasn't accurate when it was made (Indeed, players who were active at the time have said many times that the only reason 20 turns was chosen was so that players could cast four spells with their MP bar. It was a desire for more player power that drove this decision, not logical reasoning.) let alone now after years of powercreep with balance standards changes and item releases that continue to push the enveloped of what is possible in AQ, for better or worse. Yet, Lorekeeper and some players also claim that changing the model is impossible because it's the entire framework upon which the game is built, so changing it would mean changing everything, a gargantuan task to an absurd degree for obvious reasons. We might as well make AQ in an engine that isn't Flash if we're going that far. The game would be far better maintained and with far less jank. Such a thing is completely impossible for our developers' time and resources, and frankly, the players wouldn't stay even if this endeavor were undertaken. However, this is supposing that this premise is true, that the turn model truly is so fundamental to AQ. I don't think that's the case. When Kaelin was still around four years ago, halving the turn model was part of the Stat Balance Project. That implies that changing the turn model was on the table at that point, and while much about AQ has changed since then, I believe the fundamentals haven't changed so much that changing the turn model is no longer possible. So, instead of taking the sentiment that changing the turn model is impossible at face value, I'd like to explore the idea and the consequences to provide the developers with a potential framework to implement. I believe that changing the flawed turn model (specifically, halving it as Kaelin and the KoO had planned back then) to better reflect the realities of AQ today is even more important than back then and just as necessary for balancing the stats as ever. I will start with the things that are most obviously affected by the turn model: player resources. HP 1) Inconsistency Between the Turn Model and the Conversion Model and Changing the HP Bar to Fix This HP should last for all the turns of the turn model. However, since February 2020, when the Blood items were updated, we've been using the conversion model for HP, which makes your HP for actual survival far lower than it should be. Specifically, 100% Melee for HP is simultaneously 1/20th of your HP bar at 0 End and /1.125 of the value in SP. At level 150, 100% Melee HP is both 148 HP and 348 HP, a substantial difference. With a lowered turn count, we can justify using the same numbers for both with much less of an issue. If we reduce the model to 10 turns, that lets us raise 0 End HP to 3480 HP to keep everything correct. This had the slight added benefit of making certain HP costs less painful at 0 End. While technically not necessary as part of the turn model change, this fixes an inconsistency that has been bugging me for years. This will also affect some niche items like Limit Buster, but those are rare and just add to the list of items that must be fixed for using old HP costs in some way. 2) End's Effect on HP Since that changes HP at 0 End, End itself deserves a look. End currently basically doubles your HP at 250 End. That's giving you 100% extra Melee per turn in general since it effectively doubles the turn count. That's far more power than any other stat. It also makes 250 End overkill for most things. Mainstats give you half of your damage, so End should provide closer to 50% of your 0 End HP. That gives you 5220 HP at 250 End. I think that's much more reasonable and honestly still a lot. Reducing End's power like this does have the problem of further disincentivizing End, which has been a conundrum the devs have been facing. However, this also encourages players who do invest in End to do so a bit more. Outside of a certain playstyle and niche builds, players usually get by with only partial investment in End, which should change with End providing less HP per point. Kaelin's original work made End provide 60% of one's 0 End HP, but that was using a, by Kaelin's own admission, skewed assumption. This doesn't fix the problem with End being a junk stat that has wasted utility for providing unuseful resources. That leads into my last point for HP. 3) Increasing Monster Damage It's no secret that monster damage is insufficient with many tools. This is especially true with particularly broken stuff like resistance miscs and Panic stacking. If even 0 stat players can take 0 damage from bosses, something needs to change. With a reduced turn count, monsters should get a buff to damage. Doubling monster damage can be a starting point. Logically, if battles take half the time, monsters should deal double damage to actually hasten battles that much. This can be discussed depending on how excessive such a change is, but until monsters can indeed overcome player defenses and healing, extra HP will always be viewed unfavorably by most. Players should also take more damage from DoTs while monsters should heal more from Regen since monsters usually pay damage for both effects. Doubling may be excessive here because certain DoTs are already oppressive enough (looking at you War-Torn Dragon). Increasing monster damage also affects the playstyle that shall not be named, but that playstyle is something to be tackled at another time. MP 1) The Fundamentally Incorrect MP Bar As I alluded to earlier, the MP bar is fundamentally based upon the turn model. Talks about the stats have discussed this ad nauseam, so I'll be brief. Magic weapons deal 25% Melee less damage than Melee/Ranged weapons. That 25% Melee is summed up over 20 turns to give 20*25%=500% Melee. Spells are worth 200% Melee, so a Mage must pay an additional 125% Melee in resources to cast a spell. 500%/125%=4 spells. Thus, we get the equivalent of 4 spells' worth of MP in the MP bar. At level 150, this is 2632 MP (which is technically slightly off. Spells cost 653 MP, so you should really have 653*4=2612 MP). Halving the turn model has an obvious effect on the MP bar; it halves it. At level 150, one would have 1316 MP (or 1306 MP if we're finally fixing that anomaly that gives players extra MP for some reason). Now, Mages will surely rage at the notion of such a massive nerf, but we are fixing something that's been wrong for a decade (i.e. MP was never correct, and Mages have been taking advantage of a fundamentally flawed assumption that's unfair to other builds), and even Mages should recognize how absurd the MP bar is currently. In normal fights, you can just nuke everything with your MP bar even if you're being inefficient. In boss battles, you can combine the amount with the crazy regen such that even balanced regen items let you cast practically endlessly. That's ignoring the sheer versatility another resource bar provides. SP 1) The Weirdly Justified SP bar Since the other bars have been tackled, I also want to deal with SP. The SP bar has a max amount of 375% Melee. As Kaelin explains, this is based on a 15-turn model (yes, you read that right. AQ standards are a mess). The player gains 25% Melee in SP every turn, so over 15 turns, that's 25%*15=375% Melee SP. I'd prefer if this were a more normal amount reflecting the actual turn model. If we use the same idea currently used, then we'd reduce max SP to 25%*10=250% Melee SP. However, this is where one of the changes since Kaelin left affects things. Players now start battles with 100% Melee SP. Thus, over 10 turns, players actually have 350% Melee SP. This is a minor change overall but should make more sense. It also assumes SP regen doesn't change, which leads into my next point 2) SP Regen and Correcting the Player Turn Value We currently have 25% Melee SP regen every turn. However, the player turn value is 140% Melee, with 100% Melee from player damage, 20% Melee from pet damage, and 20% Melee from SP regen. If SP regen is supposed to be 20% Melee in the turn value, then 25% Melee makes no sense. However, it's not as simple as this. Monsters deal 140% Melee damage (as shown in how Chokes and EleShields use 140% Melee * 0.85 accuracy for valuation) to equal the player turn value, but monsters no longer just do damage. Monsters also have SP regen and actually use SP for something, so monsters actually get more value than just 140% Melee. As Ianthe showed when she made Pinata Pummel, there is code to determine if a monster is a skillcaster (i.e. a monster that uses SP). Thus, I propose that passive SP regen should be 20% with an additional bonus regen when facing skillcaster monsters to "balance the scales." Since SP regen becomes 20% Melee per turn, the SP bar would also become 20%*10+100%=300% Melee SP. As a side note, there's no need to change stun's valuation because monsters still get SP when stunned. They do not lose the value of passive SP regen. With the player resources addressed, it's time to look at items and their effects. Contrary to popular belief, most items are unaffected by changing the turn model because most items are based on the amount of Melee you have per turn. For example, dealing +20% damage on a weapon for 15% Melee in resources and MC doesn't change with reducing the number of turns a battle lasts. Even spellcaster stuff is based on the ratio of spells cast to weapon attacks, which remains the same if we halve the turn model. The only effects that should change are once per battle effects, permanent effects, and turn delay effects. The former two are both quite rare. Once per battle effects would have their bonuses halved. Permanent effects would have their effects doubled (probably with cost reduction to avoid being ridiculous). They should also probably scale with monster power to be completely accurate, but that's not been implemented recently regardless of the hypothetical changes I'm discussing. The effect that would be most prominently affected by this change is Initiative. It's no secret that +50% damage for the entire player side, including on both turns with Celerity, has been a very powerful buff to Initiative, and this would bring it down to more reasonable amounts, especially for H-Series that has been taking advantage of design choices that were unforeseen at the time of its design. Turn delay effects would also be buffed. *1.01 is awful and always needed to be buffed. This is the perfect opportunity to fix this. If once per battle effects are using 5 turns in this standard, then we should similarly use 5 turns for turn delays. That means delaying a turn should be worth 20% since you're extending a battle by an assumed 20%. Thus, I'd buff turn waits to *(1+0.2x) where x is the number of turns waited. This affects Spiritual Seed and certain items that skip a turn. This might also affect DoTs. I'm unsure if they still get the turn delay bonus. If they do, I'd also add that turn delay bonuses should be capped. Finally, with player stuff addressed, I want to discuss monsters. Monsters are similar to players in the kinds of effects that need to be changed, but it's also not the same. That's because monsters don't assume the number of turns in a battle like items and player mechanics do. Instead, monsters usually vary the expected duration of a battle based on End, monster power, and lean. If it's possible to affect monster lean on a global scale to make all monsters more of a glass cannon to reflect the reduced turn duration, that should account for these kinds of effects. Conclusion: I may have missed things that are governed by the turn model. I'm only a single person, and this is why I'm posting this for discussion. However, I hope that this can tackle the notion that the turn model is an immutable part of AQ by this point and that I've made a decent case that it's not as daunting as it may appear. Player resources can be addressed on a global scale as can monster damage. Most items are unaffected. Those that are are either relatively uncommon or have an effect that always needed a buff regardless.
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