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RE: =AQ= Stat Overhaul Discussion & Feedback!

 
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1/23/2024 2:21:55   
1stClassGenesis
Member

A big thank you to Ianthe and Kamui for taking on the arduous tasks needed to make the stat revamp a reality, and to Hollow for making the arrangements needed to facilitate this important step, and communicating these changes to the playerbase in a neatly documented manner.

quote:

The Style Bonus is unlocked upon reaching 150 in a stat, beginning at a quarter of its power, and scales up to its full value with every 5 points until reaching its full 20% melee value at 250.


Wonder if it's possible to take into account Adventurers do not have 750 stat points to work with.

A point of clarification for LUK: It reads as though LUK is needed for the 5% base auto-hit to apply. That is to say, if a player goes 0 LUK, they're forced to have auto-hit baked into their inventory or backlash or dodgelash their way out of sufficiently high effective MRM mobs?

A few (non-exhaustive) matters that might have their priorities adjusted as a direct result of these planned changes:

- Berserk and Auto-hit (should DEX proceed as planned, which I'm not a fan of. +1 to Dardiel).
- Damage scaling effects.
- Hypercritical (as alluded to in the Design Notes).
- Non-acting Guests (whether by mob ability a la Medea or otherwise).
- "Beastmaster" themed items, like Unbound Revelation.
- Item support (or lack thereof) for planned playstyles.
Post #: 26
1/23/2024 3:14:48   
Korriban Gaming
Banned


quote:

If you add in a RNG 10% rate Sp heal "add-on" , equal to current luck .. So what we have is Luck/25% rate (so rate scales with luck, and amount scales with luck) where instead of 98 sp you get 98+cureent luckstat in SP ..1 Luck=1 SP.. this equates to 98+250 regen 10% of the time at 250 luck. This is only 25 sp/turn. This is 25/392=6.3% melee

I'd rather remove the rng aspect and get a smaller increase to our base SP regen amount.

After some thinking, I think the MP regen idea proposed for INT to be the best option, though like with Aura Knight, I would prefer for it to be immediate rather than a slow poison type heal, this fits in better with Mage's burst playstyle. Some other ideas I have include
- An extra hit of Harm damage after each spellcast (think of it like unstable magicks)
- A small chance of an extra hit of Void damage after each spellcast (same idea above but RNG for more power since Void)

I find it funny that in the same thread, we have people complaining about how with the STR changes no one will be playing Ranger and yet there are also those who thinks because Ranger is going to outdamage Warriors in 7 turn, Warriors are worse off. Personally, I feel there are merits to playing both with the proposed STR and DEX changes. DEX will definitely remain to be the slower playstyle with Warriors having more upfront damage.

For CHA, again, I would prefer if the 20% Melee FS mechanic from style bonus to be removed and split into increasing base guest output to 60%(15%) and lowering cost to 25%(5%). This removes the RNG factor which won't make it useful all the time on top of uncertainty over how this FS will affect non damage guests (boosters, backlash, other effects etc). People are saying this kills design space for Hypercrit Guest items and I disagree. I feel it's unrealistic to base expectations on items that have not even been created, plus the fact that too many people love to complain about Hypercrit. Will we really see item support for Guest Hypercrit? I doubt so. On top of that, the biggest benefit is that this greatly softens the huge nerf to Guests with only a 4% increase to cost if one were to max train CHA. I find this to be the best way forward without any significant backlash over the huge Guest nerf
AQ DF AQW  Post #: 27
1/23/2024 3:32:32   
Primate Murder
Member

I'm really pumped about a stat update, and I'd like to thank the staff very much for the clear and comprehensive breakdown of their plans.

That said, there's a few things I'd like to say about what has been suggested:

Strength

The star of the show. Honestly, I like everything suggested about it, and foresee a sudden resurgence in warrior characters if this update goes through.

Dexterity

...the exact opposite, I'm afraid.

Ramping: This is a very counterproductive mechanic for FO rangers. They take 1.25x damage from FO lean, which means they die a lot quicker and have less chance to actually take advantage of the ramp - and that's not accounting for the fact that the 20-turn model very rarely reflects reality unless the player is deliberately trying to stretch out the fight. Unless one is going for the memes, FO rangers would be completely replaced by warriors.

Neither would FD rangers benefit overly much from this, as their main source of damage (in my experience) comes from DOT statuses and pet+guest damage - which are unaffected by the ramp. Combined with warriors getting FD lean style bonus and guests getting the axe, FD rangers both lose their niche and get a nerf without anything to compensate for it.

Lean Expertise: The overwheling majority of the weapons in the game have 3-5 bth leans. Unless one deliberately seeks out the rare +/-10 bth lean weapons (almost exclusively 100-procs. and as such of little use to FO builds), this is the equivalent of 1-2% melee bonus. All but negligible.

Intellect

Seems a little overcomplicated.

Didn't Lorekeeper suggest a no-drop Harm spell as a style bonus once? Seems like that would accomplish the same goal, and you can even release some nifty gear that further modifies your 'Signature Spell' for increased damage, status effects, or even an element shift.

Endurance

Not really much to say here.

Charisma

...ok, we all expected this.

That said, the revamp leaves very little reason to invest in Cha. Why bother when you can use those same 30% melee sp for a skill or weapon toggle and have 250 stat points free?

Luck

Autohit: Honestly, Chaotic said it best. Autohit is, by its very nature, a way of eliminating RNG. Making it itself an RNG sort of misses the point. Simply creating an accuracy floor would accomplish the same goal of countering dodge-play without tying it to a stat.

Style Bonus: This, on the other hand, could be pretty fun - though the folk above have raised some sensible concerns about how some of the statuses could be flipped.

***

I apologize if my post seems overly negative. The upcoming revamp will greatly change many aspects of the game, and I simply want to help find the best possible solution there is.

< Message edited by Primate Murder -- 1/23/2024 3:35:44 >
AQ DF  Post #: 28
1/23/2024 3:48:45   
JhyShy
Member
 

quote:

Intellect

Seems a little overcomplicated.

Didn't Lorekeeper suggest a no-drop Harm spell as a style bonus once? Seems like that would accomplish the same goal, and you can even release some nifty gear that further modifies your 'Signature Spell' for increased damage, status effects, or even an element shift.


That would honestly be nice, a free spell slot of a generic harm spell
Post #: 29
1/23/2024 4:34:45   
Korriban Gaming
Banned


So here's another argument against FS that I just thought of.

If you don't proc FS for that battle, then a huge portion of what you invested in CHA is basically useless, why not invest those points in something else then? FD players won't see it since they drag out battles for many turns, allowing for a higher chance of FS to occur each battle. FO on the other hand...I can foresee battles ending before a single FS even procs. Why should FO take CHA over another stat?

If FS absolutely has to be implemented then my proposal to change it would be to make the first turn of every battle have a guaranteed guest FS proc, this would at least make training CHA useful for those who ends battles quickly

quote:

Didn't Lorekeeper suggest a no-drop Harm spell as a style bonus once? Seems like that would accomplish the same goal, and you can even release some nifty gear that further modifies your 'Signature Spell' for increased damage, status effects, or even an element shift.

I must have missed or forgotten about it but that sounds like a decent idea and I would be more open to it over this super situational and mostly not very useful wall breaker thing

< Message edited by Korriban Gaming -- 1/23/2024 4:40:22 >
AQ DF AQW  Post #: 30
1/23/2024 4:54:41   
Aura Knight
Member

I'm not sure that's a thing to worry about. Charisma will still benefit your followers similarly to before. The ferocious strike will not make or break the effectiveness of beast builds and will be as impactful as lucky strikes. Helpful but you won't need to rely on it. The concern of the usefulness from FS has validity but it's a bonus for already helpful guests. It might get support in the future too.

quote:

make the first turn of every battle have a guaranteed guest FS proc


I can see this working like how we have the initiative boost with certain armors. I like it. But to make up for it there might be a penalty for us. Maybe reduced player damage turn 1 if there is a guest.
AQ DF AQW  Post #: 31
1/23/2024 5:41:52   
ArchNero
Member

I don't have a whole lot to say but i'm hoping Staff will somehow be able to settle with something in regards to DEX, however difficult it may be to make whatever that something is. So they cap out the ramping which I think is fine because I don't intend to stall that much to make my damage output be better than what a mage can do, but now DEX sits in the position STR was in previously when it was why use STR when you can use DEX.
Post #: 32
1/23/2024 7:42:12   
Rastaban
Member
 

I definitely prefer the built-in Harm spell idea to the wallbreaker one.
Post #: 33
1/23/2024 7:52:35   
Corvid
Member

Very exciting to see stat revamp details, I think this has been the most anticipated event of the past & current year. Wallbreaking is a nice surprise, and the ranger flavor effects to BTH and blocking are also solid identity changes. Warrior lean has personally been my most anticipated change since my main is a tank/defensive warrior. I just have two concerns:

1. Does warrior lean dilute the uniqueness of 100 procs for rangers? For example, do they need to have a similar effect when using 100 procs in FO armors (if not a dmg increase, then maybe a mitigation of ramping’s reduced starting dmg)?
2. Warrior lean seems to make neutral lean armors obsolete, since as an armor lean, .8 dmg intake and 1.0 dmg output will always beat 1.0 dmg intake/output.
AQ  Post #: 34
1/23/2024 8:53:19   
LUPUL LUNATIC
Member
 

quote:

STRENGTH

Base Behavior Changes:
Enable "Warrior Lean": FD armours deal 100% outdoing damage and take 80% incoming damage.

Style Bonus:
+15% to all weapon damage.
First weapon attack of a battle inflicts Choke (-12.5% damage/4 turns) with no save and a 10 turn cooldown. We MAY change this to require a Melee attack if we find that it tips STR toward only being taken for the bonus and not for melee attacks.


Warriors are getting good buffs, that +15% to all weapon damage can translate into either 15% Melee or 30% Melee using a weapon-based skill or even ... more with some armors.
Its highly abusable and i like it as frontload power or sustained damage option all in one buff.
The choke should be handy for some hit-and-run tactics as well im liking it.

quote:

DEXTERITY

Base Behavior Changes:
Ranged damage starts at 80%. Whether or not you're using a Ranged weapon on a given turn, it increases by +7% per turn until it hits 101%, then +3.5% per turn until turn 20.

Style bonus:
Enable BTH lean expertise: the downside of BTH leans is mitigated by up to 25% on all weapon attacks and spells.
>> Example: at +20 BTH lean, you normally gain +20 BTH and deal 81% damage. With full DEX, this becomes +20 BTH and deal 86% damage.
>> Example: at -20 BTH lean, you normally deal 131% damage and take -20 BTH. With full DEX, this becomes 131% damage and take -15 BTH.
+6 Blocking


If Warriors are having more frontload, it seems that Rangers do .. not ... have frontload and have anti synergy with Initiative Boost armors. I want Rangers to play both FO and FD well at the same time (kinda like how Warrior can with the changes), since if i train a Ranger i shouldnt be pigeonholed into a slow ramp-up style while Mages and Warriors could play for both FO and FD better than Rangers.
I like the blocking on it for thematic purposes,in fact its probably my only reason to play as Ranger now, for the Dodge aspect.

quote:

CHARISMA

Base Behavior Changes:
Pet and guest accuracy is now based on [Mainstat+CHA] instead of DEX+CHA.

Guest stats adjusted to account for paying a third of the actual cost of their output:
Base guest output reduced to 45% Melee from 60%
Base guest Cost increased to 30% Melee from 21%

Style Bonus:
Guests gain Ferocious Strikes: A flat 22.2% chance to have double output (Damage, status effects, boosting features, etc).
Note: After style bonus, average guest output becomes 55% melee*


I admit i wasnt a fan of Ferocious Strikes as long as they wouldnt impact status guests but if they do, then im more than welcoming this change alongside the increased guest cost which is not very big.

quote:

LUCK

Base Behavior Changes:
Removed: Bonuses to BTH and blocking
Added: Global 5% chance of hitting, regardless of defence. Player-only: with 250 LUK, this can increase to 10%.

Style Bonus:
20% chance per turn to flip one status debuff on the player into a status buff.


I like the LUK's style bonus but i greatly dislike the LUK's global chance of auto-hitting. If you need auto-hit in this game, you need it for more than 1 hit, you need it 100% uptime against x monster so its just counterintuitive that you auto-hit for 1 hit when in reality when you need it you need till battle ends, it literally helps only monsters rather than player,it does nothing for player,its unreliable and counterintuitive to when you need it you need it for 100% uptime.

< Message edited by LUPUL LUNATIC -- 1/23/2024 9:02:22 >
AQ  Post #: 35
1/23/2024 14:44:56   
  Ward_Point
Armchair Archivist


CLARIFICATION REGARDING LUK'S PROPOSED CHANGE TO HAVE AN ACCURACY FLOOR OF 5% CHANCE TO HIT.

This means that base accuracy will NEVER be reduced to 0%. You will always have a minimum of a 5% chance to hit your enemy. For Players with 250 LUK, your MINIMUM Accuracy will always be 10%.
AQ  Post #: 36
1/23/2024 15:28:32   
Aura Knight
Member

I think we should explore the possibility of moving the status flip benefit of luck to endurance as it already is planned to focus on status resist. Then, luck will be what helps charisma's ferocious strikes where on a turn you get lucky strike, your guest will get more of a chance to get FS. Doing this there's reason to try hypercrit effects.

I am also still unimpressed by the planned effect for intellect as it serves no purpose. Could we consider a way to make non-optimal spell use increase the elemental resistance of the target for the element type? Use ice spell on an ice monster to make it later take more damage from the element. Or maybe your spells damage target mrm or it will gain extra effects based on element. For example, light blinds, ice could daze, wind chokes, etc. If some power is removed from spell damage, adding extra effects could help.




AQ DF AQW  Post #: 37
1/23/2024 19:50:49   
  Lorekeeper
And Pun-isher

 

Warrior Lean alone does not erase FD ranger's niche, it merely establishes a baseline for FD support for warriors that plays distinctly from the FD+100 proc style so as to not have better performance with the exact same behavior. That is by definition not stepping on its niche like the alternative of letting 100 proc melee weapons proliferate would have.

However, it's clear from feedback that STR's Style Bonus and the pacing of the ramping curve make it so that the proposed changes for DEX have gone from making it mathematically invalidate STR to the exact opposite happening, as it takes too long for Ranged damage to catch up.

We could tweak Ranged ramping curve and, say, drop the weapon damage bonus on STR's Style Bonus back to 10%, making the turns compare more favorably, though we would need to do something else with the quarter of the Style Bonus being freed up here. We are of course open to suggestions for that, as well as for potential replacements to LUK's contribution to the accuracy floor. On that note, it merits reiteration that it is not an always-present chance to autohit, but a minimum value to accuracy rolls.
Post #: 38
1/23/2024 20:10:32   
Aura Knight
Member

Dex is being overcomplicated. Like how there's a Warrior Lean, make a Ranger Lean in which incoming damage is 85%, outgoing 100 and the planned power increase adds bth/defense where in the end it becomes the best option for defensive strategies. Numbers can be altered. The slowness of the change to come will hurt rangers too much while the other two are boosted. Even beast builds will improve.

Would the option to add an extra hit to all 100 proc weapons be possible? It'll be a percentage of your typical power perhaps with lower accuracy and unaffected by boosts.

< Message edited by Aura Knight -- 1/23/2024 20:13:06 >
AQ DF AQW  Post #: 39
1/23/2024 21:07:55   
Korriban Gaming
Banned


quote:

We could tweak Ranged ramping curve and, say, drop the weapon damage bonus on STR's Style Bonus back to 10%, making the turns compare more favorably, though we would need to do something else with the quarter of the Style Bonus being freed up here.

I personally do not ever think that not giving build A the nicest things possible will suddenly make build B more attarctive. I think the Warrior changes are great and do not need a change, this is the exact type of thing that people want to see that incentivizes them to play a certain build. If we want to make Rangers more attractive then we should be looking at giving them something better, not taking away something from the other builds.

quote:

Ramp is not a playstyle that has ever been supported in AE, almost every item since the game began incentivizes blowing away monsters as fast as possible
.
Well you could apply this statement to FD builds in general.

One idea I have for Rangers that is also similar to what Gwen proposed is to take a leaf from DF's book and let DEX give a bonus to DoT effects when in a FD armor. This is a change that obviously favors the FD playstyle. For FO, my idea would be
- increase DEX by X amount each time a skill is use in a FO armor. Could be a permanent inceease in the battle or a temporary one. This in a way has a sort of ramping idea where your skills deal more damage and gain more bth the more times you use it, thereby giving FO Rangers the identity of a nuker that consistently grows in power. I believe this to be different enough from Mages. While Mages have alot of nuking options, they also have more versatility, FO Rangers give up more of this versatility in exchange for more raw power and bth. I think this is similar to the "going nuclear" option proposed when the stat revamp discussion first took place

I believe this gives Rangers the option to have both FD and FO in their builds depending on what they need for the current battle. This flexibility could be what sets them apart rather than outright sticking to only 1 playstyle

For INT, I am a Mage myself and while I do not think it needs any buffs, I feel we should also be getting something more useful as opposed to some useless effect masked as something useful. I see almost 0 use cases where one would take advantage of the Wall Breaker mechanic over using Harm. The argument for multi element spells makes sense but that's literally a super small handful of mobs, much less bosses. I would still carry a Harm spell over a multi element spell in 99% of situations. As such, I feel it may be better to go with the proposed option of an additional no-drop Harm spell, I think it has also received some support from previous posts

For CHA, my stance is firm, FS is simply not good enough to offset the huge nerfs to guests, turn that 20% Melee from style bonus into something more reliable and useful please

For LUK, I think everyone agrees the autohit needs to be changed to something else. I would propose Status Potency, not sure what the numbers would look like but I think that will be something more useful than a small chance of auto hit
AQ DF AQW  Post #: 40
1/23/2024 22:23:50   
  Lorekeeper
And Pun-isher

 

quote:

If we want to make Rangers more attractive then we should be looking at giving them something better, not taking away something from the other builds.


Nothing would be taken away from warriors by not going for more damage than they currently have. If it would be overpowered or even outright invalidating to other builds, then an idea can be reevaluated.

As of LUK, we've clarified several times that it's not getting a small chance to autohit. Accuracy is being changed to have a minimum value, and the proposal is to have LUK increase that accuracy floor. Of course, that aspect of LUK is up for alternatives as well, as it's clearly not found to be desirable.

< Message edited by Lorekeeper -- 1/23/2024 22:34:31 >
Post #: 41
1/24/2024 0:16:39   
GwenMay
Member

First off, I'm super impressed by the amount of work and thought both the staff and players have put into the stat revamp. It's very impressive that a game as long-lived as AQ is proactively fixing its combat system to encourage new and varied playstyles, and I look forward to playing the new with the new stats.

I think most of the proposed stat changes are great. Decoupling DEX and CHA is excellent, and I love the variety introduced by the Style Bonus concept. I completely agree with the proposed changes to STR, END, CHA, and LUK. I like the Wallbreaker proposal for INT but agree with the other posters that its of limited use, and that a no-drop ninth slot harm spell style bonus would more effectively accomplish the same goal of giving mages options against low resist monsters.

DEX is, of course, the stickler. Right now, ranged weapon attacks don't even reach parity with melee weapon attacks until turn 7, and don't match melee's overall damage output until much later. I would support increasing DEX's ramp speed. I like keeping a dodge bonus for DEX as a nod to its historical role as the dodge stat, and think the BTH lean expertise is an interesting idea but maybe a little underpowered compared to other style bonuses.

I would also note that the existence of warrior lean may diminish the 100-proc ranged weapon (bow) niche. Until now, the advantage of using a 100 proc weapon was that the player got 100% damage in FD armors. Now, all melee weapons have that same advantage, plus an additional 15% damage boost. Since DEX is no longer necessary for pets/guests and melee weapons are more varied and generally stronger than 100 proc ranged weapons, there's little reason for a player to pick 100-proc weapons over melee weapons. Staff may want to consider providing a bonus to using 100-proc weapons to prevent warrior lean from invalidating their playstyle. I flagged this issue earlier on Discord with Lorekeeper, but wanted to note it on the forums for public discussion.
AQ DF AQW Epic  Post #: 42
1/24/2024 0:44:56   
Aura Knight
Member

Maybe this would empower dex too much but what if 100 proc weapons were able to allow for a counterattack which works if your target hits you or misses? It would let the scaling power be faster. The downside to this can be a limitation of the maximum power of your range weapon in which it will never surpass melee but a double hit will work instead as I suggested. Strength vs Dex regarding power would be one of direct and chance approaches where the chance of a secondary hit will depend on making use of the intended purpose of dexterity.

I also think spears, though ranged, should get a warrior lean benefit using dex rather than strength. Have them do 10-15% more damage.

AQ DF AQW  Post #: 43
1/24/2024 3:09:43   
AQMaid
Member

Oh? Does that mean FD warriors can use geocastullum while doing full damage?
AQ  Post #: 44
1/24/2024 3:11:31   
ruleandrew
Member
 

Goal: neutral armour is not 100 % overlook by full defensive armour after warrior lean is implemented.

This solution is one way to implement warrior lean.

Bonus damage for melee weapons only (warrior lean)
Full defensive armour deal 90 % outcoming damage and take 80 % incoming damage.
Neutral armour deal 105 % outcoming damage and take 100 % incoming damage.
AQ  Post #: 45
1/24/2024 6:30:11   
Dreiko Shadrack
Member

The more this discussion goes on the more I am leaning to my own set of conclusions that style bonuses as a concept should NOT exist.

The core stat behaviors are enough to both distinguish them from one another and cement their primary identity/use:

º Warrior Lean for STR clearly defines their primary identity as a "sustained" damage dealer in any capacity.
º MP is the most recognizable core stat behavior and the crux of the primary identity of a mage as a frontloaded damage dealer.
º END makes you nigh immortal due to the inability to have it be an assumed stat for player investment.
º CHA enables the use of not only Guests but the empowerment of Pets, which all builds are expected to have baseline. Though it has its own set of existing issues, more on that below.

That leaves DEX and LUK, primarily to my view the problem is mostly DEX.

º DEX's identity is primarily that of 100 proc weapons and defensive setups, the current proposed core stat behavior for it is ramping damage which neither works well for defensive setups nor for offensive ones. Through recent discussions I suggest instead that DEX get a "proc mastery" behavior, namely that it increases the damage of weapon specials based on the investment in DEX. It would make 100 proc setups not be a complete slog where it's always preferable to focus on pet, guest and/or DoT damage instead and while it wouldn't actually confer a bonus to 0 proc weaponry it would at the very least not negatively impact them and their setups to the point of never being desirable prior to turn 15, I believe it would also potentially promote the exploration of using more proc rates on weaponry inside of builds (5%, 10%, 20% etc...), though the specific numbers on how this would be implemented for DEX needs to be talked about in greater detail.

º LUK's core stat behavior is both enabling Lucky Strikes and scaling their damage. While not flashy at all this is already a very large contribution as a secondary stat to my view but further discussion will still need to occur especially now that it has effectively been removed from assumed blocking and accuracy.

º CHA is the stat that both needs the most upfront adjustments to their specific equipment type (Guests) and the one that is seemingly the primary reason for the creation of style bonuses in the first place as those are used to justify the cost reduction on the upkeep for Guests to avoid them having to pay 60% melee output with 60% melee upkeep in a direct equal relation like everything else in the game.


To my view, style bonuses create far more issues than they help resolve as things like INT cannot receive vertical power and the horizontal power it can get has to be implemented with strict restrictions, which is precisely where these bonuses break down completely. Their use in the other stats is at best innocuous and at worst needless complication just to seemingly justify not nerfing/adjusting Guests as harshly.

There is roughly a zero percent chance that style bonuses are not implemented as a concept overall, that ship has long since sailed, but I will nevertheless voice my opinion that they are an odious concept that do nothing to fix anything at all and only cause more issues overall when core behaviors on the stats already achieve the goals of the stat revamp in terms of stat identities and niches.


< Message edited by Dreiko Shadrack -- 1/24/2024 6:44:16 >
AQ DF MQ AQW Epic  Post #: 46
1/24/2024 9:26:27   
Shalnark
Member

How about those DEX-build that wants to end the battle quickly? TBH, I really hate long battles and the 20-turn model is obsolete and unfair if you compare it to STR and INT builds. Do I really need to prolong every battle to 20 turns in order to achieve the full potential of being a RANGER? Is there any way to end the battles quickly without compromising the damage for having DEX as the only main stat? If your vision for DEX-build players is to drag every battle longer and only feel its superiority starting at 10th turn then, I will definitely drop my DEX and convert it to other stat that will help me finish the battle within 5-turn duration!!!

_____________________________

Try not to become a man of success
but rather try to become a man of value.


~Albert Einstein
AQ DF AQW  Post #: 47
1/24/2024 10:43:45   
Ogma
Member

How about tweaking MRM "blocking" as flat damage mitigation rather than outright damage cancellation. STR and END gives a better damage mitigation (say base damage mitigation is *0.3 incoming damage, 250 STR reduces by 0.1 and 250 END another 0.1 for a total of *0.1) . "dodging" which outright cancel damage like current MRM mechanic, and DEX gives you better dodging (At 0 DEX, you get something like 5% chance, at 250 DEX you get 20% or whatever).

Also give DEX build gain a new mechanic. Since DEX build is basically attacking from a distance (whether it's bow type or using spear), then this build has to respect this distance. Respecting gives you a status "Optimal range" which buffs you (BTH + chance of LUKy strike + MRM + dodging) depending on your weapon type (ie bow type got better dodging, spear and the like got better MRM), and not respecting this distance gives you debuff status "Close range" instead (less BTH, chance of LUKy strike, dodging, MRM). Every time an enemy attacks you while being in "Optimal range", it takes a roll (Your DEX/LUK vs its DEX/LUK) to close in and put you in "Close range" status, and similarly every time you attack in "Close range" you get a roll to put yourself in "Optimal range" (Your DEX/LUK vs its DEX/LUK).

When I imagine FD armors as heavy armors, neutral armors as leather/medium armors and FO as light/cloth armors, I can easily see new interaction with weapons/spell/skills, but pet/guest are unaffected.

Heavy armor :
- STR build doesn't suffer penalty (so deals *1 damage and receives *0.8 incoming damage)
- DEX build depends on the weapon type :
a) Bow type doesn't suffers damage penalty and receives *0.8 incoming damage
b) Other range type deals *0.8 if 0 STR, *1 if ExpectedSTR (250 at level 100, or we can make this gradual, *(min(1, 0.8 + STR/1250) ) and receives *0.8 incoming damage
- INT build suffers magic weapon damage penalty and receives *0.8 incoming damage

Medium armor :
- STR build standard
- DEX build standard
- INT build standard

Light armor :
- STR build deals *1.25 and receives *1.25 incoming damage
- DEX build depends on the weapon type :
a) Bow type big bonus at maintaining "optimal range", succeeding roll getting out of "close range" and receives *1.25 incoming damage
b) Other range type small bonus at maintaining "optimal range", succeeding roll getting out of "close range", deals *1.25 and receive *1.25 incoming damage
- INT build deals *1.25 magic weapon damage and receives *1.25 incoming damage (though I honestly I prefer current caster lean, it seems redundant with STR build)

AQ  Post #: 48
1/24/2024 12:08:34   
  Lorekeeper
And Pun-isher

 

quote:

How about those DEX-build that wants to end the battle quickly? TBH, I really hate long battles and the 20-turn model is obsolete and unfair if you compare it to STR and INT builds. Do I really need to prolong every battle to 20 turns in order to achieve the full potential of being a RANGER? Is there any way to end the battles quickly without compromising the damage for having DEX as the only main stat? If your vision for DEX-build players is to drag every battle longer and only feel its superiority starting at 10th turn then, I will definitely drop my DEX and convert it to other stat that will help me finish the battle within 5-turn duration!!!


The 20-turn model it's not a statement that battles should take that long, or that we want them to, but kind of like a cog at the center of our code. If a character only does the bare minimum basic actions, that many turns pass between heals. It's the root of our calculations that tells us how much everything is worth, not an actual duration limit of some kind. The base from which we mix things up.
Post #: 49
1/24/2024 12:24:50   
LUPUL LUNATIC
Member
 

I haven expressed my thoughts regarding INT, after reading some ideas i came to a nice proposal about it!

quote:

INTELLECT

Base Behavior Changes: None.

Style Bonus:
Wallbreaker: Spells pierce enemy elemental resistances and gain +[(INT/ExpectedINT)*(100-MonsterEleMod)/200]%
>> Example: Against 90% resistance, spells deal +5% damage. Equivalent of hitting 95% resistance.
>> Example: Against 50% resistance, spells deal +25% damage. Equivalent of hitting 62.5% resistance.
>> Example: Against 10% resistnace, spells deal +45% damage. Equivalent of hitting 14.5% resistance.


Wallbreaker is weaker than Harm spells in most situations, but that gave me an idea!
As INT bonus, Mages get a 9th spell slot , a spell that does Harm damage but thats not all, after you unlock it you could quest to customise this spell further like Custom Zard pet for example or Custom Weapon. This imo fits the versatility of Mages perfectly without necessarily adding a vertical power to it.
Is this what Mage needs? A flavorful spell? I personally like the concept.
AQ  Post #: 50
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