Home  | Login  | Register  | Help  | Play 

RE: =AQ= Stat Overhaul Discussion & Feedback!

 
Logged in as: Guest
  Printable Version
All Forums >> [Artix Entertainment Games] >> [AdventureQuest] >> AdventureQuest General Discussion >> RE: =AQ= Stat Overhaul Discussion & Feedback!
Page 3 of 10«<12345>»
Forum Login
Message << Older Topic   Newer Topic >>
1/24/2024 12:36:33   
Lord Markov
Member

For the most part, I like what I see with this, though mostly just excited to see these changes in the near horizon for wrapping up this revamp. I know a lot of work has gone in on the back end to make this happen so I definitely appreciate that as well!

STR: As a longtime warrior/melee weapon user, I like these quite a bit. The style bonus is just what warrior wants as the long-term, solid damage dealer with the damage boost (though it might be a good idea to make this a melee-only bonus?). The choke is less "exciting", but understandable given a 20% damage boost would likely be excessive, and does have some flavor with the idea of hitting your enemy so hard they have reduced effectiveness at first. Definitely hoping these changes go through as-is.
"Warrior lean" for FD is neat and does open up some opportunities there without killing FO warrior as well, so I like that.

DEX: Not much of a dex player, so will leave this to others who play more with it, though the general sentiment I've seen throughout definitely seems to be that this could use some work.

INT: The style bonus is interesting overall, and good for a stat that doesn't really need a power boost. Harm is going to be better in most scenarios, but this does have some niche versatility use for multi-element spells and also means if you get caught with a bad element in general questing and don't have harm or something similar on hand you won't be as badly down as otherwise.

END: Not many changes here it seems since stuff is already implemented, but glad to see enemies might be somewhat less tanky from this LOL

CHA: The big one for me. Absolutely love love love to see pet/guest accuracy finally decoupled from DEX specifically, Main stat + CHA makes other options so much better. I don't love the guest nerf, but we all knew that it was coming and necessary, so I can live with it. The split between damage reduction and cost increase is nice so they don't become borderline unusable, and the style bonus for CHA to bring them pretty close to their original effectiveness on average is nice. I can see why some would prefer we get a more consistent boost than the FS, but a ~22% FS rate isn't that bad for consistency, so I can live with either option.

LUK: These changes are interesting. I don't really see the global change affecting non-LUK players offensively all that much, obviously it changes how dodgelash will play defensively and hopefully opens the door for more elemental gear there to branch out the playstyle a bit. The flipping of statuses is intriguing, curious to see how that works out.

Anyway, thanks again to the staff for all the work on this, outside of the issues with DEX this looks really good overall to me and I'd be happy to see most of this implemented as-is.
AQ  Post #: 51
1/24/2024 16:07:07   
Grace Xisthrith
Member
 

Thinking about DEX, ignoring everything else:

One issue I've noticed is people trying to find an effect or unique ability for DEX that fits both FO and FD builds. While I don't think this is impossible, several effects are beneficial to both builds (resource management, accuracy, defensive boosts), it seems to have proven difficult, as nothing has been settled on for it yet, and it takes up the majority of this discussion (CHA at a close second, base output good ferocious bad :p ). I want to propose a potential new angle which I would hope might spark some creative minds to think of better solutions for the issue.

If warrior lean is able to differentiate between armor lean and held weapon type, perhaps a similar thing could be done with ranged weapons and armor lean. Put simply, DEX has one effect / unique ability in FO, and one effect / unique ability in FD. There are of course, a million things these abilities could be, and I think the two suggestions I have later on are not that great, but I hope other more creative players can come up with something more interesting, effective, and universally enjoyed. As for more thoughts on the idea, I'd think that if a style bonus is worth 20% melee (or however it ends up), perhaps FD could get a 10% boost, and FO could get a 10% boost, neither getting the full boost, because variety in AQ is power (as proven by mages). The numbers could change, maybe 15% and 15% would balance it better, or maybe even 5% and 5%, I'm not sure. But I think splitting power between both leans for greater variety, but less output, makes sense. Before I get too into it, I'd be super curious if any staff who are interested in this idea might know if it's possible, or if it would be difficult, time intensive, or impossible to implement. Thank you :)

These are some ideas I have:

On Miss Triggers: If you miss an attack, something happens. These effects are all multiplied by hits missed / hits attempted. As a balance note, players have assumed 85% hit chance. Having something powered by missing would give it a /.15 multiplier, so 5% melee invested would output 33% melee (1/20 of an attack > 1/3 of an attack). That has the potential to be extremely powerful, so I've decided to handwave weaken these valuations, instead assuming 10% melee invested, and 2x output. This would of course be up to the staff to balance.

FD1: When you miss an attack, your pets and guests have 20% boosted output. (good for beastmaster play)
FD2: When you miss an attack, attempt to inflict ~2 turns of -12 defloss, 50% save (good for pets and guests, and status weapon reliability)
FO1: When you miss an attack, have a 20% chance to attack again (NOT celerity, just bonus hit at the end as though you had attacked). Alternatively, when you miss an attack, hit again for 20% damage. (more damage, more reliability) -- This bonus attack could be autohit and take a .85 damage penalty, or it could not. It would have reasonable pros and cons either way. I'd vote no autohit to limit abuse cases
FO2: When you miss an attack, gain 8.5 BTH and 10% damage on your next turn (more damage, more reliability)

Other ideas:
FD3: Each time a foe is hit (2 assumed at 85% chance) Inflict a (5/.85/1.4/.5)=8.4 Status weakness, 50% save (good for status use) (this seems extremely abuseable lol, would need low power investment)
FD4: Pets and guests deal +10% damage (good for beastmasters)
FO3: Gain 5% damage and 4.25 BTH (simple damage and reliability, balanced between damage and accuracy unlike warrior)
FO4: Gain 6 MRM (FO gets more out of MRM)

A lot of these ideas are scuffed, or uninteresting, but I don't really mind that. I hope that this idea of splitting a bonus to separate effects while in FD or FO armors using ranged weapons is interesting to players (and more importantly staff : p ), and might spark some interesting and beneficial ideas. As for anyone asking about Neutral Leans, I'd say they should have a 50 / 50 chance of either effect happening, FO or FD. As for SC lean... you figure it out I'm stumped : p. As for off meta leans... just update them to FO or FD instead of worrying about them. Thanks for reading all the way, I'd love to hear feedback from anyone with a strong opinion :)

PS Edit: This could also potentially serve as DEX Identity, ability to play with multiple armor leans with the highest degree of effectiveness and variety compared to STR, just damage, and INT, just MP. This would solve the need to figure out a version of ramping people like (although it should be Dardiel's)

< Message edited by Grace Xisthrith -- 1/24/2024 17:15:43 >
AQ  Post #: 52
1/24/2024 20:30:24   
Korriban Gaming
Banned


After some thinking, I have come to the conclusion that no matter how you adjust the numbers, the current lean and ramp up idea will simply not be exciting or good enough for DEX without it outperforming Warrior. As such, I feel that we should be more open to coming up with completely different ideas rather than pigeon-holing ourselves to the proposed ideas and trying to tweak its numbers. I get that this is probably another major thing to recode (there's other stats that needs a major change too anyway) but since the stat revamp takes place about once every decade, I would rather it's done right before release rather than release something unsatisfactory and having to deal with the PR disaster afterwards.

quote:

As for more thoughts on the idea, I'd think that if a style bonus is worth 20% melee (or however it ends up), perhaps FD could get a 10% boost, and FO could get a 10% boost, neither getting the full boost, because variety in AQ is power (as proven by mages). The numbers could change, maybe 15% and 15% would balance it better, or maybe even 5% and 5%, I'm not sure. But I think splitting power between both leans for greater variety, but less output, makes sense.

quote:

I hope that this idea of splitting a bonus to separate effects while in FD or FO armors using ranged weapons is interesting to players (and more importantly staff : p ), and might spark some interesting and beneficial ideas. As for anyone asking about Neutral Leans, I'd say they should have a 50 / 50 chance of either effect happening, FO or FD. As for SC lean... you figure it out I'm stumped : p. As for off meta leans... just update them to FO or FD instead of worrying about them.

I think Grace here has the same idea as me, to give something to both FO and FD as opposed to the original proposal which is more FD focused. I support this train of thought and hope we can get something similar so FO Rangers get something too.

quote:

FD1: When you miss an attack, your pets and guests have 20% boosted output. (good for beastmaster play)

So what happens when the pets and guests miss as well? Does all this extra power get wasted or is it carried over till they eventually land a hit? And what happens if you keep missing?

quote:

FD2: When you miss an attack, attempt to inflict ~2 turns of -12 defloss, 50% save (good for pets and guests, and status weapon reliability)

Not bad.

quote:

FO1: When you miss an attack, have a 20% chance to attack again (NOT celerity, just bonus hit at the end as though you had attacked). Alternatively, when you miss an attack, hit again for 20% damage. (more damage, more reliability) -- This bonus attack could be autohit and take a .85 damage penalty, or it could not. It would have reasonable pros and cons either way. I'd vote no autohit to limit abuse cases

Not bad. I prefer autohit for the latter idea since you already missed your first hit.

quote:

FO2: When you miss an attack, gain 8.5 BTH and 10% damage on your next turn (more damage, more reliability)

Good on paper but bad in reality, explained more below.

All of these ideas are centered around missing your attacks. In reality, is missing attacks in battle what we really want? If you land all your attacks, you don't get to enjoy any of these benefits, that's the main issue I take with these ideas

quote:

FD3: Each time a foe is hit (2 assumed at 85% chance) Inflict a (5/.85/1.4/.5)=8.4 Status weakness, 50% save (good for status use) (this seems extremely abuseable lol, would need low power investment)

Good

quote:

FD4: Pets and guests deal +10% damage (good for beastmasters)

I personally do not think we should tie DEX back with pets and guests again

quote:

FO3: Gain 5% damage and 4.25 BTH (simple damage and reliability, balanced between damage and accuracy unlike warrior)

Seems kinda lackluster imo

quote:

FO4: Gain 6 MRM (FO gets more out of MRM)

How/why does FO get more out of MRM? I'm not understanding this

Once again I would like to bring up my own ideas which are similar to Grace with regards to what I think DEX should try and achieve

FD - give a bonus to damage for DoT effects when in a FD armor
FO - increase DEX by X amount each time a skill is use in a FO armor. Could be a permanent increase 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

quote:

This could also potentially serve as DEX Identity, ability to play with multiple armor leans with the highest degree of effectiveness and variety compared to STR, just damage, and INT, just MP. This would solve the need to figure out a version of ramping people like

Agree with this. Rangers could be the build that doesn't stick to a single lean playstyle, they could have a mix for both FO and FD in their inventory to make the best use out of what DEX provides. You could start with FO first, high damage and increasing your DEX stat. Afterwards, if the monster is still alive, you can fall back on FD for more reliable damage and sustainability, the added DEX from using skills in FO will also help in inflictions when you swap to FD. Doing it this way also doesn't step on Warrior's toes, all this done without having to nerf the amazing proposed changes for Warriors, a win-win!

< Message edited by Korriban Gaming -- 1/24/2024 20:44:50 >
AQ DF AQW  Post #: 53
1/24/2024 20:31:39   
Barghest
Member

I’m personally not a fan of stat bonuses that apply specific statuses or more complicated benefits. I think the stats should work in straightforward ways easy to explain to new players and that bonuses to certain mechanics/playstyles should be introduced through equipment instead. Here are some thoughts I have:

STR - I propose a set of changes, including some already detailed in the Design Notes:
- Give Warriors the ability to use STR for any weapon attack. If STR>DEX, Ranged weapon attacks will use STR. If STR>INT, Magic weapon attacks will use STR, and be brought up to Melee weapon damage (like with Werepyre). This gives Warriors a ton of versatility in terms of what equipment they can use while keeping a theme of attacking for steady damage. This encroaches on DEX’s territory with Ranged weapons, but I have ideas for DEX as well.
- Remove the Choke application at the start of the battle. I feel like this is clunky, only vaguely thematic, and has the potential for shenanigans (if not now, then in the future).
- Either reduce or remove the damage buff in favor of the weapon versatility.
- Either keep the Warrior Lean idea (I think it’s a great way to help defensive play) or give STR a damage reduction/mitigation (lower multiplier or a flat reduction). The latter has the potential to differentiate Warriors more from how Rangers play in FD setups.

DEX - I think the difficulty with DEX is that there’s not just one clear unifying principle behind bows, spears, and roguish tactics. Sneakiness? Patience? I’m not a fan of the damage ramping - others have touched on it so I won’t bother, but to offset Warrior’s ability to use Ranged weapons in my proposal, I have a few different ideas. These are meant to be distinct proposals, each replacing the damage ramping and lean-mitigating mechanics:
- Jack-of-all-trades - Give DEX a bonus to blocking and initiative. I think this promotes both offensive and defensive play. We could also see more specialization with shields that activate on block or armors that have initiative bonuses. This does promote Dodge a bit, which flies a bit in the face of what I said up top, but I think also provides some defensive bonus to non-Dodge builds, so no one really misses out.
- More SP regen - It makes sense to me that Rangers/Archers/Rogues would try to use skills and items more, so how about a scaling increase to SP regen? This does encroach on INT’s territory of using spells/skills, but rather than frontloading damage and versatility, it extends it over time, which I believe accomplishes something somewhat similar to what damage ramping is intended to do.
- Increased weapon special damage - Basically what Dreiko Shadrack suggested. While Warriors rely on weapon attacks, Rangers can lean more towards weapon specials. This would basically replace the buff to bow damage we got a while back, while also providing some benefits to non-100proc weapons. This might not be enough to differentiate, say, Ranged spear-users from Melee sword-users, but more food for thought.
- Other thoughts - I’ve considered the status potence idea, which I know was floated a while ago, and I think ideas like that just lean too heavily towards status-based builds, even though lots of things (e.g. Shadowfeeder Pendant) could benefit from it. I think stats should only directly with more fundamental aspects of the game (i.e. resources and what items your stats work with).

INT - I think INT does not need a wallbreaker mechanic; it’s a bit too complicated, and will only rarely provide a benefit. I do like the idea others have proposed of buffing Harm spell damage, but honestly INT already does so much and so well that even horizontal power increases could drive powercreep. If STR and DEX get overbuffed, just rein them back in instead of buffing everyone further.

END and CHA - I agree with all the changes stated; no proposals from me.

LUK:
- Not a fan of the status-flipping mechanic. It feels a bit excessive as LUK already provides a bonus to every (I think?) status roll in the game
- At first, I was sad about the accuracy floor potentially eliminating, rather than nerfing, Dodge builds, but I will echo Lord Markov’s hope that this will open up different elemental Dodge-based armors so that Dodge becomes more of a playstyle rather than a degenerate setup that steamrolls bosses.

These are my thoughts. I'm generally in favor of simplicity in what core mechanics the stats influence, as well as of bringing DEX back a bit to what it was like before the stat changes.
Post #: 54
1/24/2024 20:32:26   
kodeathgrip
Member

Hi! I've been a lurker for a long.... long time and given that this is a critical period, I will give my own suggestions and ideas.

STR: I think the STR changes are great, we all like doing more damage and since there's an incentive to run some defensive armors I think this is cool. I was wondering maybe if we can implement some bonus when running weapon with a special. Maybe instead of bonus 15% dmg, it could be a bonus 30% increase damage on weapon specials ONLY (weapons with 30% or lower weapon specials) This gives a unique playstyle of players who want to use non-proc weapons for the 15% bonus damage or a nuke-like style for warriors who use weapon specials but they get 0% dmg bonus on anything else aside from weapon specials (30% or lower).

DEX: One of my all time favorite stats. I think the most fun I've ever had was running berserker class with chieftains ironthorn and using the ticking clock passive with Lavistria's Bow! I think its cool that its defense focused and that it can scale but I was wondering if you can add a bonus damage scaling when you're low hp for more aggressive rangers that like playing with less than 30% hp.

INT: I haven't done mage build as much during my long time of playing AQ but I believe in the team and the community with their opinions on this stat.

END: I like END how it is now, it feels more impactful than previous renditions but if I were to give a random suggestion, then maybe a scaling HoT?

CHA: There are a lot of interesting changes with guests, I kinda like when CHA is a strong stat because it does enable a unique type of playstyle. Given how STR and (hopefully) DEX is going to get buffed in a more damage sense, I feel like LUK would in turn become more favorable intuitively since people like looking at big numbers going brrr

So for CHA if its too overturned, then I agree with Korriban's suggestion of just increasing the upkeep cost by 5%.

LUK Interesting changes, I don't mind them personally, but if I were to give a suggestion on that then maybe have a universal 5% bonus potency on everything at 250 LUK? It might be OP so idk.

Also thank you for taking the time in reading this and I look forward to an interesting conversation w everyone
AQ  Post #: 55
1/24/2024 20:47:26   
Sapphire
Member

Hi. I deleted all of my previous posts in this thread because I felt like not only does the thread seem all over the place and disorganized, my opinions on some of several aspects here have changed. So I wanted to put my entire thoughts on several issues tied to the stat revamp in one large wall of text. My hope is that this post isn’t deleted or altered, because I will be covering topics related to the stat revamp as a whole, in addition to providing opinions on the specifics. My hope is that at the end of the day, the stat revamp that gets implemented is solid, not half baked, and it makes more players happy than not. (Because we all know not everyone will be, it’s impossible)
________________________________________________________________________________________________________________

In the beginning throes of the stat revamp as an idea, and in retrospect, it is of my opinion that the stat revamp had two major tennants to review and adjust, with a bunch of other minor ones. The first was the realization that Dex being tied to so much created issues with AQ’s traditional Archtypes and the balancing and distinctions they had. Dex was doing way more for a character than possibly any stat. Reliance on Dex for all accuracy, and reliance on 2 stats to be a “Ranger”, which included Dex reduced flexibility in builds and in reality, in terms of stats a Warrior and a Ranger were one in the same. It was simply the weapon choice that dictated what one was, but because this was so interchangeable, in actuality there was no difference. “In actuality” is a concept I want everyone to tuck back in your back pocket for now, because this will come up later in this post a few times..

The other stat that needed a major refinement was Charisma. As has been discussed at length, many viewed it as vastly overpowered. The only way to properly handle it, was to go through every single guest and migrate them over to the engine side so that certain files could be globally altered. This backend work took well over a year.

So major goals here was to decouple Dex, provide Dex an identity, and reign back Charisma. In order to do this, a lot of discussions and hard work had to be put into action. And staff have delivered on this hard work.


So I wanted to first begin by thanking the Dev team. Not only has this been a bold undertaking by breaking from longstanding gameplay aesthetics, but the realization that some very intensive back end work (guests) was the best path forward to deal with some things. The undertaking has caused extra work for both Ianthe and Kamui. While Ianthe worked diligently on back end framework changes, Kamui more often than not was having to code the weekly release items by himself without help. I have no doubt the past several months and possibly upwards of well over a year has likely been more taxing on the team than ever before. So thank you for all for this work. Again, thank you to the Devs for this undertaking.

Now, hindsight is always 20/20 as they say. Nobody is perfect, and we’re all human. And sometimes what we’d really like to see cannot come to fruition due to a number of constraints. However, the approach to the stat revamp in my opinion has been wrought with issues.

The next phase of this post will be attempting to review several things that I believe to be issues, and will be offering solutions to them. (Some of which will have to be for future endeavors) This isn’t an attempt to be critical of the Devs, or anyone that are decision makers for AQ. . It’s an attempt to raise awareness on all issues on everything related to the stat revamp , review proposals as written and offer my opinions, and offer what I think some solutions could possibly be. I wanted to do this before tackling the issues with the proposals themselves.
________________________________________________________________________________________________________________________________

The first topic I wanted to bring up has to do with the entire approach to leveraging “The Players” for ideas for the stat revamp.
I have often been critical of the notion that there’s not enough player involvement, from implementing item suggestions, or the idea of having a bug-seeker group pre-release to assist with bug squashing on a separate server, to other aspects. I get that it is impossible to make everyone happy, and the constant complaining will cause the devs to be forced to have thick skin. It can’t be reassuring whatsoever, so in some ways ignoring “the noise” is often a good path to take.

However, I commend them for asking “The Players” for assistance with ideas. Lorekeeper has attempted to provide parameters and provide some framework for what types of ideas would be accepted vs non-starters. And many good ideas have come out of this.

But here’s the issue. And I really need Hollow, and the rest of the staff team to really understand what I’m saying here. Many of the ideas that ended up making this latest stat revamp proposal actually doesn’t stem from “the players” as much as it came from “some players”. And by “some players”, I mean a small group of like-minded players who like to run in the same circles. This inherently doesn’t automatically reduce or remove any merit to the ideas presented. Far from it. Many of these players are smart, well-knowledged in game mechanics, and I quite like several of the ideas presented from a foundational level. I do not bring this up to stoke rivalry. Far from it. I bring this up to provide some self awareness to staff that much of the proposals have come from a very small group of players, and not some broader general playerbase. As a result, the optics are such that there is a perception amongst many that in actuality, there are entire swaths of players who’s ideas and opinions are being shut off from being heard. And taking on a no-compromise approach will further demonstrate and exemplify and enhance the optics.

So what I think needs to be a better approach in the future, would be to ensure all ideas, suggestions, collabs, and any and all player-formed anything ensure that they must be documented on the official forums as to avoid assumptions from players that there is bias, catering, and favortism. I am not saying that there is. I am saying care should be taken to squash the perceptions, especially if untrue. (which I think they are untrue), This is why means of “officialdom” need to be leveraged over other places on the internet.


Secondly, when player feedback was first asked for, in retrospect, not a lot of actual time was invested in allowing players to offer opinions and ideas. While I don’t remember an exact number of days this took place, it seems like it was only a few weeks, if that. Then the suggestions and ideas was sort of closed. Now here we are much, much later and I’d be willing to bet many players have spent time thinking about the totality of the stat revamp and as time has passed, there might be better ideas now that we’ve all had time to think in a less pressed setting. We have had to time think about tweaks to ideas submitted that might work a bit better. We’ve had time to evaluate additional unrecognized areas for review. But because the production schedule has carved out a timeframe to get this done, and player’s are now voicing their opinions on much of the details, but the timing means we’ve likely now come to what is likely a deadline to just “have one go at it”, as has been said. This approach and creating this time crunch for the rollout is entirely problematic in my opinion. The end result could potentially be bad ideas, bad implementation, and flat out upset players if things go live for the sake of it due to time constraints. I would have rather just implemented all of this in phases so that as the next phase is fleshed out, the previous implemented phase could be re-evaluated for unforeseen “realities” or “actualities” as we went along.


The final issue to the approach that I think that’s a bit of an issue is this: When you begin asking for suggestions and feedback, the forum thread takes off into an uncontrolled mess with no cohesion, no conformity, and no consensus. There needs to be a collection of ideas that are perceived to be more favored over others, and polls, votes, or some other system to attempt to provide a more unified set of ideas needs to happen, which likely contains a lot of compromising…and it needs to happen on the forums, and not elsewhere. There has to be documentation for all to see.

A better approach would have been to make a sub-forum specific to the stat revamp, and each stat be given it’s own thread. The discussion therein would have been more organized and less chaotic, and the back and forth debate and ideas and compromises contained within would have been easier to follow, track, and understand what seems to be the most popular and best approach. (Most popular doesnt mean best, of course).



Now that I am done outlining several of the issues with the approach, I implore staff that hopefully much of what I have put forth up to this point is understood and taken to heart. My hope is moving forward, there be something far more deliberate and organized and fair. Again, thank you for the hard work.


My wish is for replies to this not focus on what was said above, but rather what will be said below. Thank you.

Now, onto discussing the proposals themselves.


In my mind, I have always felt as though in order to implement a style bonus and help carve out specific niches for each stat, that brand new ideas and mechanics would be a preferab,le route rather than focusing on number manipulation or focusing on altering things with existing ideas. An example would be to create a new idea over tacking on basic damage to somebody. The other criteria for me is the bonus or new mechanic needed to be “felt” in actual gameplay. The third thing is the ideas needed to be desirable. A reason to train the stat. Now also throw on common sense ideas from a stylistic standpoint, and we would have some winning ideas. For example, stylistically speaking, IMO, a warrior is more “hardy” and “tough” and can “take a punch” far easier than the other Archtypes. This is using common sense and style to create something. This is the foundation for my personal thoughts and opinions for these style bonuses.



To begin, as for proposals to Charisma and Endurance, I don’t have much to dispute or debate. My preferences would be nuanced and petty, and by in large I can live with most of what was proposed. I know some hate Ferocious strikes for CHA, but I for one desire new ideas and new mechanics and I’ll take less consistent and less reliability for new and fun. Some clamored for 55% melee all the time. But I rather like the FS idea, as IMO it opens doors for gear support.
As for END, while I think it’s a bit of an antithesis to have way more HP’s via training it and get boosted healing when you’d need to heal less often simply for the fact that you have more HP’s and the fact that monster damage doesnt even assume END is trained, I fully understand that END is in an odd spot so leaving it alone and going with the current proposals I can’t argue with too much.


So instead, I wanted to focus on Strength, Int, Dex, and Luk because all have issues that don’t meet my personal criteria for what I had hoped to see as explained above.

______________________________________________________________________________________________


Strength:

I do not have a huge issue with strength if I’m being honest. It just doesnt have anything new. While some may view the Warrior Lean as something new, I feel like it’s just allowing a FD playstyle that the other Archtypes always had. I once proposed a Strength stat based damage reducer mechanic that would work in both FD and FO armors. I have said that a Warrior is in close hand to hand combat, and needs to be able to absorb more damage than a Ranger and a Mage. The choke idea somewhat accomplishes this, but one thing it does do is kind of kill off Warrior-based Backlash. And it’s also for a specific number of turns, and then it’s over. The proposal of -12.5% choke for 4 turns will not be well recieved by backlashers. This 50% should be changed.
Alternate Solution:
Instead, I would just implement a Str/50=5% cap universal damage reduction on all incoming damage. Since the average turns is slated for 10, this is 5x10=the same 50%. This “always” approach also will not hinder warrior backlasher nearly as much. This is tied to STRENGTH and not MELEE DAMAGE. Hybrids will appreciate this nuanced difference as well.

The +15% damage is fine.
____________________________________________________________________________________________

Dexterity:

Dexterity has a number of problems. First of all, it actually feels like one of the major Tennants of the stat revamp isn’t being fulfilled. We have decoupled Dex and made a Ranger, but it still feels worse than warrior. One of the major issues here is that almost nobody likes Ramp Up. It actually feels like it’s being forced onto the players like a child who doesn’t like his vegetables. Also, there’s no new mechanics. There’s just ideas toying with damage identity. Dex needs a new mechanic that shapes the Ranger differently. It has to be something desirable. Something that provides a reason to be a Ranger over a Warrior or Mage. The proposals do not accomplish this and it doesn’t fullfill original goals.
For starters, you may need to completely scrap ramp up. If not, I would overlay a lean system on top of it. A lean system rewards both hitting and missing. And if you ramp and get damage rewards at the same time, the ramping damage will feel faster.

But this is just a damage identity, and nothing new mechanically IMO.

Because I believe Warrior lean is necessary, it will end up greatly stepping on FD Rangers. I feel as though this much is crystal clear. So what needs to happen for FD Rangers is a new idea to separate itself from Warrior lean.

So here’s the one proposal: I call this “Ranger Stance”. Think Sniper Mode. Or you can call this Sniper Mode, or Sniper Lean. Something along these lines:

The idea is this: You must meet all 3 criteria to activate the idea:
Win Initiaitive
You must be in a FD Armor
You must be wielding a 100 proc Ranged weapon (Bows, guns)

Once all three criteria are met, the Ranger Stance/Sniper Mode activates turn 1.

It works like this: Firstly, there is an assumption here that the player is not seen by the monster. This means that the Ranger will be able to fire off a great first shot and the monster’s defenses are super vulnerable. So, having said that, here’s the effect:
The first shot gains a troposhield-like 0 turn omni elevuln of 25% that pre-fires. This is auto hit with no save. The second effect is the player gains 25% melee worth of defboost during the monster’s first turn.


In actuality, a ranger will have an ability to engage a fight from a distance, while hidden, and at a defensive and offensive advantage on turn 1. This will mitigate some of the ramping starting point if ramping stays. It also keeps the “blocking focus” of the Archtype, and stylistically I feel as though this makes sense.


Another proposal is to boost armor MRM when in a FD armor and a ranged 100 proc is used. It’s similar to warrior lean, except here it’s a blocking focus rather than a damage focus.

And my last proposal for Rangers, is that all ranged weapons auto-bleed. They use pointy, sharp weaponry.

The ideas I put forth take into account stylistic gameplay if this were more of an MMO and not turn based 2d animations, and tries to incorporate ideas to match these.

I also saw some notes on maybe Dex increases proc chances or damage or something. I am intrigued. It would be a new mechanic and it could actually revitalize the old school weapon special, and could also even work with the new age weapon special. I like it on the surface. But make a new idea for sure for Dex.

______________________________________________________________________________________________________
Intelligence:

Mages are said to be fine where they are. There is a hesitancy to provide vertical power. I completely understand, and don’t disagree. But one of my criteria for an implementable style bonus is it has to be something noticeable. You have to feel it. While WallBreaker is a new mechanic and meets that criteria for me, the implementation as written doesn’t make this have a feel.

Implementing something for mages is tricky. But as proposed, this feels like a bone and nothing more. The result is such that a few players are correctly saying that using a harm spell would outperform this idea, rendering the idea mostly useless. Others have argued that if you use an elecomped spell, you can boost it enough to outperform harm. Well, I’m sorry folks, but this would mean the effect is more tied to specific armors and not so much as spells. This would mean non harm spells that are housed in the spell slot would only take advantage of the mechanic once the monsters resist is above approx 85-86%. (Most cases, 90) The only other scenario is if the average of all resists sit at 75%+ and you use an 8 element spell since it gets a 132/109 boost. The case usage here is so small, that it honestly doesn’t feel like anything noteworthy. This is why some are calling for a perm harm spell. This is why I have called for this to include harm damage.

But because we can’t really have vertical power, this is tricky. So I want to give 2 proposals, in order of preference:

1. Adjust the allocated elemental spread tbis works with closer to what a monster is assumed to have. This, I think, means the monster is assumed to have it’s worst resist at 130%. I say not go that high. I say cap this at 115%, where at this % it’s boosted to 120%. This will increase the case usage of this mechanic up to be utilized a bit more often and at the same time, squash calls for perm harm spells and perm harm boosts. I do not feel as though this is vertical power. It just opens up a bit more instances you can actually use the mechanic. Tying it to armors with elecomped built in spells isn’t a great idea.

2. If for some reason this is thought of as too much, then I default to just make harm hit as if it’s hitting at 95% for magic spells instead of 90. This would at least match best case scenario for the rest of the elements which are capped at 90. This also isn’t vertical power.


__________________________________________________________________________________________________________
Luck:

The status flip idea sounds nice in practice, and I’d love to see some examples of such an % idea, but I have no issues with it. The chance-to-hit formula change to disallow a floor below 5% is a nerf to the OP dodge playstyle. This is all good. But the 5% luck style bonus is a faux bonus. If hit rates are dropping so much so that you’re taking advantage of this 5 points, you deserve to lose. Just mainstat boost or use auto hit. This is why it’s a faux bonus.

Instead, allocate that 5% to something that feels “lucky”. This can be literally anything.

I propose a new mechanic that I call “fumble”. At 250 luck (luck/50 rate), you have a 5% chance that the monster will fumble his sword or spear and lose concentration on any single hit. Mechanically, this is auto-dodge. But the bubblewrap will disable dodgelash effects and the verbiage will speak of fumbled weapons and lost concentration (spells). It’s RNG, per hit, and real life luck.





< Message edited by Sapphire -- 1/24/2024 21:39:47 >
Post #: 56
1/24/2024 20:51:21   
EternalDragonX
Member

Thanks for putting the time into coming up with these changes and listening to player feedback, much appreciated. That said, I don't like that you are straying from flat bonuses to luck/RNG-based ones (talking about STR, CHA, LUK). As someone who hates gambling, i'd really rather not have the feeling of getting unlucky every other fight. The less RNG the better. Just my two cents.
Post #: 57
1/24/2024 22:28:55   
Aura Knight
Member

Wallbreaker doesn't feel like a worthy effect. There is no scenario in which you wouldn't use harm over the worst elements for a fight. To improve it, have it alter the elemental modifier or hit enemy mrm.

And since I feel like being the odd one out, endurance boosting your healing is an odd thing as with high endurance we have high base health making hp recovery a wasted turn. We could lose hp to make recovery of it more worthwhile and have endurance take a more direct tank role where we reduce incoming damage.



< Message edited by Aura Knight -- 1/25/2024 0:30:56 >
AQ DF AQW  Post #: 58
1/25/2024 0:53:10   
  Lorekeeper
And Pun-isher

 

About the discussion itself

To assuage the concerns stated above:

We are by no means convinced that our ideas are perfect, and are in fact aware of specific flaws in the general plan for the stat revamp. The hurdles posed by these flaws are a big part of why we're opening one more feedback thread so close to the line. We arrived at several of these ideas through exhausting alternatives in discussions made between other tasks, and figuring out what can be done in the limited span of meetings is a lot more restrictive than the lengthier asynchronous discussion of opening the matter to feedback. Being able to take a while to go over a thread allows us to consider perspectives that we'd have been hard pressed to precisely factor in with a tighter format. So we know we have a functional model, but still have concerns, and need to make sure to iron those out in a way that can be finished in one week. Why one week? Because this is a project that affects so many things that taking it in stages would actually make it take MORE work, including having to revisit work during each stage, and we're too small of a team to afford dragging this out.

Which takes us to the matter of sourcing feedback:

The faster feedback can be processed, the faster it can be acted on. Therefore, feedback presented in a way that uses the game's terms and mechanics is already at the stage where it can be evaluated and acted on. Now, that doesn't mean all information has to be technical, just that the technical feedback is the fastest to work with.

The opposite extreme is when feedback has to be dredged out of a long series of fights between players, unconstructive discussion, or out of posts comprised mainly of insults/personal accusations leveled at each other and staff. That's slower, vastly more stressful, and frankly exhausting every single time. Prior threads on the stat revamp were shut down because they were spammed with exactly that kind of disruptive rule breaking, but players can rest assured that we will not shut this last round of feedback down. Accommodating the possibility of getting a discussion shut down by misbehaving in it is not an option.

In summary, the stat overhaul project is fundamentally a huge balance project with set goals and the scope of a week's release. The determining factors for whether an idea makes it in, then, are:

  • Does the idea accomplish the project goals?
  • Can the idea's technical implementation fit in the project's workload?
  • Does the idea work in our balance framework and inter-build balance goals?

    Who issues a suggestion, then, is not a factor in whether or not it makes it into our plans. It boils down to feasibility of implementation. Proposals that include the specific technical details and are already grounded in the game's balance aren't the only ones that we evaluate. They're simply the fastest feedback to evaluate due to getting on the same page and allowing us to quickly reach the third question in that list, as answering the first two can be very time consuming.

    Factoring in all of the above, it must then be stressed that accepting suggestions from a variety of sources is the exact opposite of shutting off ideas from being heard. No longer doing so, and only entertaining ideas presented on the forums, would do exactly that -- Especially when the situation of the prior threads has repeatedly made players uncomfortable with participating in them. We can always improve how information is presented -- In particular, I really like the idea of dividing the discussion between stats and having an overall one, and I will pass that suggestion along. However, we have already debunked the notion of community favoritism to the point where there is not a sliver of an argument left for it. The rumor mill on that regard is as self fulfilling as it is self defeating, and I would ask that it not derail this discussion.




    About the revamp so far

    We're seeing more feedback to the effect that we should come up with something entirely different for DEX. We've felt the same way before, and are trying to navigate the challenge of coming up with a stat behavior that simultaneously validates FD and FO builds. Priorly acknowledged concerns about STR's style bonus factor into this, as we don't want either stat to invalidate the other -- FD Rangers need to get something that distinguishes them and prevents their niche from being stepped on, while FO Rangers need a new one in the first place. Figuring this out is far easier said than done, of course, but we've been discussing possibilities to get back to you with.
  • Post #: 59
    1/25/2024 2:41:57   
      Ward_Point
    Armchair Archivist


    With regards to suggestions to giving a Mage a fixed Harm Spell in the 9th Spell slot, Balance standards run on the typical assumption of an 8 Spell inventory, 1 Spell for each Element. The fact that Compression Spells exist benefit the player, and is one of the primary reasons why WallBreaker is viewed as a poor idea. Most of the argument against WallBreaker is as follows: What use is WallBreaker when Harm spells exist?

    1) I wouldn't say that Harm is a mainstay in any inventory. Archmage Research is the only real full damage Harm spell. Keeping it in Inventory all the time for the odd Elite Zeel isn't worth it. Furthermore, Monsters are generally balanced. The lower the Elemental Resists, the lower the monster's HP is to compensate so that it will still take (10 turns on average) to kill it. With WallBreaker, a Mage should kill an enemy at 30% resists within 4 casts of a standard spell, drastically shortening such fights where a Warrior/Ranger may not have a Harm/Harm Toggle weapon.
    2) Compression Spells exist. Destruction Burst and Goggplant Parmesan exist as 'Free Items', allowing a Mage to have 2 spell slots free for Utility. A Harm spell fits in easily.
    3) Giving Mages a free Harm Spell is literally something that cannot be mathematically accounted for in terms of versatility. Warriors & Rangers will always be more limited by virtue of having fewer equipment slots and 1 less Resource Bar to use. Years of adding to the Mage's versatility by overall versatile use of the MP Bar is what neccessiated this Stat Overhaul in the first place.
    AQ  Post #: 60
    1/25/2024 3:17:31   
    Aura Knight
    Member

    Aren't we past the point where there's worry of a slot wasted for harm? The usefulness of having one outweighs whatever negative that can be thought up. Harm should absolutely be part of anyone's active gear. It's very helpful. While I don't think a free one for mages is necessary you can't convince me the wallbreaker idea is worth having because it's useless in any situation. 4 casts of a spell is 4 turns wasted. Please don't add something that will help no one.

    How about a somewhat lore accurate effect where magic can at times be unstable and if an elemental spell is used where it's not optimal it causes a further discharge hurting you and the target. This can be the harm option though I can't know if it would be doable. I do also favor dropping the idea proposed to leave intellect as is. It's powerful enough.

    My other thought is to increase our mp to allow for 5 casts per bar than the 4 now with an added mp regen each spellcast.
    AQ DF AQW  Post #: 61
    1/25/2024 3:47:54   
    Sapphire
    Member

    Many players view inventory loadouts in such a way that you need to have solutions regardless of what monsters pops up. Most players feel as though a harm option and an auto-hit option are musts to have access to. So fitting in any type of compression or finding other types of compromises to fit these types of items in for many players is well worth it. So yes, what use is Wallbreaker when harm spells exist is 100% accurate.

    Chaotic put forth a rough chart to illustrate the cases uses as wallbreaker is currently written, which in my mind only served to solidify my point of view:


    Resist --> Wallbreaker Result

    90% --> 95%

    --- --> -- <--Some resist number between 81-89 , this beats harm. Since we dont see random numbers like "83%" for elements, I'll call this 85%

    --- --> -- <--Below here you'd need a multi element spell, with it's 132/109 boost. Since 80% results in 88%, the likely resist is 81% or 82%. Since we don't tend to see "81%", multi-element is dead to me


    80% --> 88%

    70% --> 81%

    -- --> -- <----Here at between 61% and 69% , you'd need Elecomp, so it depends on the exact elecomp... to beat harm. And this means Pigeon-holing the effect to an armor

    60% --> 72%

    50% --> 63%

    40% --> 52%

    -- --> -- <--- Someplace here, no amount of boosting beats harm. No elecomped, boosted, or otherwise

    30% --> 41%

    20% --> 28%

    10% --> 15%

    ______________________________________________________________________________________________________________________

    An analysis of the above tells me that you have TWO case-use brackets where wallbreaker will show better results compared to using harm:

    A. The monster's worst resist is between 85% - 90%, and you can use any spell contained inside the spell slot

    B. For any resist above approx 65% (somewhere between 61-69, so 65 as we dont see random element numbers) you can hop into an armor with a built-in spell that has elecomp.


    For Option B, this scenario is still meaning Wallbreaker is more tied to specific types of gear, namely armors...not spells. It just happens to contain the spell you need to utilize the mechanic. This isnt a selling point if spells that are housed in the spell slot wont work out in this bracket, unless it's harm element.


    So widen the elemental spread and increase case usage some.

    < Message edited by Sapphire -- 1/25/2024 4:05:13 >
    Post #: 62
    1/25/2024 4:35:29   
    Korriban Gaming
    Banned


    A big problem many people have with the Wall Breaker mechanic is really the proposed numbers. Either widen the range like Sapphire suggested so a Harm option isn't the definitive answer 99% of the time or just straight up give us a no-drop Harm spell instead. Mages don't need more power, I agree, but when every build is getting something here, I'm just asking for Mage to at least get something useful not something powerful. The Wall Breaker mechanic in its current iteration is useless against majority of the mobs in the game if you look at the table by Sapphire. Hitting a 10% resist with 15% instead is exciting and useful in what way???
    AQ DF AQW  Post #: 63
    1/25/2024 9:15:26   
    Rimuru Chaos
    Member
     

    Casual player here but here are my thoughts.

    STR- Good Changes nothing to say

    DEX - Don't like the ramping idea. When I think ranger I think Sneaky, quick movements good at trapping etc. I also think of them Trapping big monsters stronger than themselves.

    What if FO Rangers have a Backstab type affect on Certain turns (e.g turn 1 , Turn 4, Turn 7 Etc) for boosted damage on these certain turns?

    FD Rangers What if there was something similar to Control when in this Stance so high chance of inflicting on enemies. you could rename this status to maybe confusion? allow it to by pass Freedom but I would suggest the number can t be to low as to rely on RNG also don't want his to high just to bypass all bosses.
    (similar to Pokémon confusion where sometimes they can hit themselves but can still hit through as well)

    INT- Don't like wall breaker idea seems like something just thrown in there just because STR and DEX are getting changes. what if instead they changed it to affect 100 Proc Wands? wands are able to store energy up to a cap. this energy stored on character using wands can be used to heal MP or maybe access a Neural no Drop spell that changes to the element of the wand holding to release said energy ?.. this is the only real change i can think of since wands are about the only thing mages never use?

    END- nothing to say changes are fine cant really change much here.

    LUK- The stat idea is interesting, auto-hit is useless just give it as flat 5% to enemies, since it think this is just to nerf dodge. what if this gives chance at Auto dodge instead? Omni Potence, Or sudden death type affect.. once per battle a chance to defy death and stay on 1hp for final round?

    it be interesting to see the more hardcore players see if the ideas are op to underpowered or even possible?

    Thank you to all the staff trying to hear keep the players happy!! whatever is decided, looking forward to playing around with builds!!
    Post #: 64
    1/25/2024 10:07:29   
    Shalnark
    Member

    DEX:

    When a RANGER's attack missed then, it will inflict Blind to the monster for 3 turns. Please NO to damage reduction for DEX-build in the battle.
    AQ DF AQW  Post #: 65
    1/25/2024 12:46:38   
    Aura Knight
    Member

    Dex getting ramping damage can only work if the max potential is reached faster which is why I'm favoring power increase per hit not per turn. Making use of effects might work too depending on element used. You burn with fire arrows, freeze with ice, blind with light, choke with wind, etc. By adding this it would be ok if base power is low as you'll gettt benefit elsewhere. Initially thought mage can get this but there's no need.
    AQ DF AQW  Post #: 66
    1/25/2024 14:24:11   
    Sapphire
    Member

    Alright,

    Ranger identity is being proven to be a tough nut to crack. Finding new things that differentiate them from the pack has proven to be a bit of a sticking point. Staff have even admitted that they are struggling to find answers.

    So it's time to take some chances and remove old antiquated ideas that have never been proven to be problematic, despite calls that it would be. FUN is what's important, and as long as melee % values hold within frameworks, does it REALLY matter where it goes?? In my opinion, no.

    Staff once mentioned something called "The Nuclear Option". This was turning Rangers into skillcasters. So I say, stop being afraid and just do it. Some will balk, be upset, and otherwise vehemently claim all Hekate will break loose with balance models. I say many players will think to themselves "Oh wow, this could be fun"

    So, I do think that the damage identity may need changed away from Ramping, and if not the Ramping needs to have a faster curve. However, I think it should be about accuracy due to the style bonus I am about to propose. Landing hits for a Ranger will be paramount for more reasons than damage.

    So why not literally put either 15% or all 20% of the style bonus into SP help somehow?
    Option 1: 15% melee add-on at 250 DEX SP . This adds 59/turn.
    Option 2: When a skill is casted that lands and does Ranged damage, a refund of the cost is given back due to "Dexterity enhancing the skill" of the skill you just used. This would have to figure out how many skills would be used on average in 10 turns. It would consider starter SP, 98/turn regen, then see . A mapped model would need to be built to figure out how much refund would be. Hopefully the extra SP can add in 1 extra cast per 10 turns or something.

    Caveat: This would need more direct gear support. I have talked some about "Efficient Ranger Imbues". Think efficient spells here, with the same cost to power ratio. Discounted cost for a bit more power. The Ranger maybe could be adding little "helpers" on 75% of their attacks, and not just be about damage damage damage. Since a Ranger, both FO and FD , in theory, have 8 free slots, then these imbues can range from damage boosters, bth boosters, status inflictions, etc

    The FD Ranger may rely more on status inflictions. The FO Ranger may rely on more offensive related ones. But either can mix and match.

    Also, Option 1 may be easier to implement, and it would also provide assistance to the FDBR who will use the spell slots for Call Guests in most instances. The SP upkeep increase for guests will be noticeable, so this simply helps them, too and differentiates them.


    To recap,

    1. Change the damage identity to focus on Accuracy. Maybe it's a simple per hit Lean change. Hits/misses alter the lean.
    2. Put style points into more SP based on Dex training
    3. Make Efficient imbues designed specifically for Rangers. Status inflictions are Dex major inflict.
    4. This creates gameplay options for BOTH FO and FD playstyles.
    5. It can be done to support FDBR


    I think it's time to remove the veil that Sp not being build agnostic will somehow wreck the game. Guests are disproprtionaltely OP and the game isnt in shambles. This wouldn't cause this either. It just paves the way for actually making a playstyle.

    I guarantee this would go over well for the vast majority of the players.

    ______________________________________________________________________________________

    This leaves 5%. So you put 5% melee bleed on all spears-like ranged weapons and you add in my "Sniper Mode" for FD Ranger that I mentioned in my great wall of text post.

    Now you have your Rangers

    < Message edited by Sapphire -- 1/25/2024 18:49:30 >
    Post #: 67
    1/25/2024 20:11:58   
    Snowbound
    Member
     

    So, im mostly a casual player so i cant say anything aboute the numbers and the math on things, something that this community seams to realy relay on, that said, there are somethings that i would like to suggest and give my opinion on.

    for STR builds, seams like FD got most of the atention but something for FO would be nice to.

    for FD Rangers, i think giving bonus damage or bonus chance to apply status effects would be nice since they also semed to not have got any atention, and considering most of the damage that comes from those build is from burns an bleeds and stuf like that, a buff to that would be nice

    and of course, the biggest problem here, even if the guests upkeep is being changed to be matematicaly corret and "fair", if the cost is to high, this could hurt the fun in the game, and considering AQ is an old game with a really small playerbase , keeping it fun to the majority of the player is essential, even if some people might not like it just because it is unbalanced
    Post #: 68
    1/25/2024 20:24:33   
    Dreiko Shadrack
    Member

    The following is a joint suggestion for the damage identity and style bonus of DEX between myself and CH4OT1C!

    Identity:

    If Warrior is meant to be consistent damage and Mage is meant to be frontloaded damage then what is left for Ranger? The middle, alternating between the two but never reaching either extreme.

    What if the damage identity for DEX were made to be "opportunism"? Repeated hits with weapons that have a 50% or above proc rate apply a stacking status weakness and repeated hits with weapons that have a proc rate below 50% apply a stacking damage multiplier*.
    Both up to a cap and both losing said bonuses per missed hit (or fully resetting on any missed hit depending on how staff would see fit).

    * The hits counted for either bonus would be for any weapon based hit regardless of whether it's from a special or not and regardless of however many hits you successfully landed that turn, only mattering the percentage of hits you did land.

    This would effectively play to the image of the Ranger being rewarded for accuracy and depending on the situation either having an easier time applying statuses or increasing their upfront damage, effective for what's typically associated with FD and FO.


    Style bonus:

    A weapon special mastery, altering the damage of said specials based on proc rate.
    quote:

    Boost = +[1.5 * [%Melee] * (0.25 + 0.75 * (DEX - 150) / 100)) * (is.na(log(proc), 0) / log(100))]%

    [Illustrative Image]

    Breaking this down into simpler terms it means that the higher the chances for a weapon special to occur the more damage that special will deal, which is to say that even in FO setups you wouldn't feel overtly punished for running things like bows or just any proc weaponry above 0% and in FD you're not exclusively stuck playing the long game via status damage if you don't want to be.

    Via CH4OT1C!:
    quote:

    This format gives you ~20% bonus when using a 20-proc, i.e. there's incentive to using 20+ proc weapons.

    For those who don't understand what "is.na" is, this is essentially a check to make sure a non-number isn't produced, if you log(0) it creates undefined so, you know, bad things happen.

    It's also worth saying the formula for the mastery can also be modified so it doesn't have to be 1.5 * %Melee at max.

    If people need me to explain how this all works in more detail I'm more than willing to do so.


    Note: To be clear, these are just sample numbers and not necessarily indicative of what we believe they should be.

    There's however an item caveat with this which is that the greater majority of weapon based skills do not currently take weapon procs into account, meaning if a weapon special occurs the skill does not. There have been some armors released of late that do take that into account and even pseudo-apply their FO lean to 100% proc weapons but these are very few in number and you'd most likely still want to carry at least one 0% proc weapon on you if you wanted to make use of those older weapon skills, but there's not much that can be done about that since such things are hardcoded into each individual item like how guests had their costs hardcoded into them as well.


    < Message edited by Dreiko Shadrack -- 1/25/2024 21:18:07 >
    AQ DF MQ AQW Epic  Post #: 69
    1/25/2024 21:18:37   
      Lorekeeper
    And Pun-isher

     

    In regards to the SP-regen mainstat behavior for DEX: We've discarded that idea as well as style bonuses that restore SP as an option for good reason. Not only is the build-agnosticism of SP not an ephemeral veil, we also cannot implement ideas that would take another enormous round of rebalancing and item updating tasks. Anything that would upend the foundational calculations of turns would require just that.

    We've already exceeded the amount of preparation we could perform without having to put off other projects due to the sheer amount of guests that had to be manually brought into a new system. If we change assumptions about SP gain, the necessary adjustments would encompass every category of item. Weapons alone have thousands of entries.
    Post #: 70
    1/25/2024 21:55:26   
    Grace Xisthrith
    Member
     

    I wanted to analyze and critique other suggestions that have recently been posted. Personally, I really enjoy AQ theorycrafting and discussion, so I've quite enjoyed this thread and reading all these ideas. I've aimed to word my critiques of various ideas very politely, and point out issues I see so that these ideas might be improved, from my perspective. That being said, I haven't even responded to critiques on a post I made, which is somewhat hypocritical, and these critiques are all my opinion, so take them with a heavy serving of salt. I had a great time reading these ideas, and I hope my thoughts on them spark some thinking and perhaps future ideas.

    "FD - give a bonus to damage for DoT effects when in a FD armor" I'd be nervous about building FD to be just for dot damage, I'd see it as a style bonus that some players would never interact with (since not all FD players use statuses), and tying a status to a stat might make INT or STR builds focused on the status feel impossible to optimize.
    "FO - increase DEX by X amount each time a skill is use in a FO armor" Mainstat increases are quite powerful, so a boost would probably have to be pretty low. I think this might be easily abused with low cost weapon based skills. I'm interested in a similar idea of a different system though, giving an effect based off total resources spent throughout the battle. I will post it if I think of anything cool

    "Give Warriors the ability to use STR for any weapon attack." This would give warriors 3x the weapon variety of any other build. I think that would be a bad thing, as it would make every new ranged and magic item need to be considered for melee use, give warriors unmatched item versatility, and be very difficult to balance.

    "it could be a bonus 30% increase damage on weapon specials ONLY" The staff stated "identity" of STR is reliable damage, so boosting their damage on unreliable effects might be seen as counterproductive.
    "bonus damage scaling when you're low hp for more aggressive rangers that like playing with less than 30% hp" I'd imagine that most FD players wouldn't want to drop themselves so low on HP, given half the point of FD is taking less damage. As well, a pure damage boost doesn't really give much benefit to the FD side. I'm personally quite biased towards the idea of having DEX have different effects for FO and FD (or 100 Proc and 0 Proc perhaps), to be fair, so my opinion of this idea is more negative than may be fair.

    "I wouldn't say that Harm is a mainstay in any inventory. Archmage Research is the only real full damage Harm spell." A a quick correction, there are a variety of full damage harm spells / skills, Void Queen Series, The Bad, and several armor skills and a few other types of skills. Although some players have made the argument Harm is nearly always outperformed by elecomp to damage (around the 50-65% res mark situationally), I'd propose that using a harm effect means you don't have to be in a poor performing armor, which is of course, a benefit you can't get (normally) in an armor with 1.6+ elecomp. Regardless, having the Mage style bonus be a spell would also make it notably limited for hybrid builds (style bonuses are intended to be useable by all builds for hybrids, according to LK, which is a notable change from last discussion if I'm not mistaken), so I do think that adding a spell slot is a poor idea at this point. It's not as relevant, but there are also a variety of utility spells, guest summons, and other things mages might want in their inventory, so it's not like mages have more than enough spell slots, in my opinion.

    "What if FO Rangers have a Backstab type affect on Certain turns" I think this might end up feeling too inconvenient to be worth it, and might add a somewhat annoying minigame to AQ for rangers (also, damage boosts may be less appealing to FD builds)
    "allow it to by pass Freedom but I would suggest the number can t be to low as to rely on RNG also don't want his to high just to bypass all bosses" I think this is quite interesting. I don't think stuns should be built into stats, but the idea of making a stun unreliable enough that it could never stunlock a boss is pretty interesting. Freedom was presumably made to stop bosses from getting stunlocked, so a mechanic with sufficient RNG could reasonably be allowed to affect bosses in the future. Just a little thought experiment, but I really like this idea. I also like your wand charge idea, rewarding mages for actually attacking instead of just spamming spells. I think with the current state of mana regen being so easy, this wouldn't actually be a power buff to even semi optimized mage builds, so this could be viewed as a horizontal power increase.

    "When a RANGER's attack missed then, it will inflict Blind to the monster for 3 turns" I think having blind on miss doesn't make much sense (to be fair, I suggested defloss on miss, the idea was the monster's off balance from dodging).

    "So why not literally put either 15% or all 20% of the style bonus into SP help somehow." I see a world where a resource efficient identity could have been established for DEX to differentiate it from other builds in a way that isn't based on direct outgoing damage. That being said, it's been discarded as an avenue by the devs.

    "for STR builds, seems like FD got most of the atention but something for FO would be nice to." They do seem to be getting a 15% damage boost, which I think most FO players will really like.

    "What if the damage identity for DEX were made to be "opportunism"?" I think this is a neat idea, and it accomplishes my goal of having FO and FD builds for DEX have a different benefit in a very elegant way. I do think this may run across a similar problem as traditional damage ramping for FO builds, where it's either way superior to STR's flat damage, way inferior, or otherwise undesireable (weak on turn 1 and 2 for example), but it may not. Differentiating by proc rate is a very cool idea, I might like it more than the idea of differentiating by armor lean, I'm not sure. FD's status weakness would probably need a tight leash, as status weakness is quite cheap for the power it provides, but the staff can figure that out.
    "A weapon special mastery, altering the damage of said specials based on proc rate." I did discuss this earlier elsewhere, but if this were implemented as listed, it would essentially provide a ~20% damage boost to 100 proc weapons, enabling FD rangers to deal ~FO damage (and it could be stacked with STR's style bonus). The numbers could change to be softer, but I'd think a style bonus that applied less to FD damage and more to other aspects of FD gameplay might feel more useful.

    "In regards to the SP-regen mainstat behavior for DEX: We've discarded that idea as well as style bonuses that restore SP as an option for good reason. Not only is the build-agnosticism of SP not an ephemeral veil, we also cannot implement ideas that would take another enormous round of rebalancing and item updating tasks. Anything that would upend the foundational calculations of turns would require just that." I acknowledged this earlier while responding to one of Sapphire's posts, but it's good to have clear communication on what suggestions are and aren't going to be considered. That being said, I would love to have more insight on the rational. By my reading, SP is build agnostic, and is a part of the 20 turn model. That locks out SP from being used in style bonus or core stat behavior. My question is why not other parts of the 20 turn formula, like say, raw damage output, which was directly modified in DEX's base stat identity, twice, and proposed a third time, and is proposed to be added to STR's style bonus. If it's as simple as different damage per turn is easier to balance than different SP per turn, that's quite alright, but I'm just confused by the use of the 20 turn model as a justification.

    All in all, definitely a bunch of critiques without many ideas to improve them. I hope to think about the Proc boost idea, Wand Mage Idea, and skill based DEX idea and see if I can come up with anything. Again I'd like to say these critiques aren't personal, I'm very interested in this discussion as I love AQ, so it's a source of good fun for me, and hopefully some useful feedback for some of you. Peace and love :)




    AQ  Post #: 71
    1/25/2024 22:56:48   
    Aura Knight
    Member

    FD/FO for every playstyle gets their own lean. We remove the labels of FO and FD and change it as follows:

    Strength mainstat will turn FD into Warrior Lean in which you get low output with high accuracy.

    The existing FO becomes Berserker Lean where you hit high but are inaccurate.

    Dex mainstat creates the Archer and Bowmaster. Archer will be the aggressive version where like berserker you hit hard with low accuracy, however your defense is high. With bowmaster you hit low, high accuracy but sacrifice defenses.

    Intellect mainstat keeps spellcaster lean where you boost spellpower at the cost of lowered player attack output and for the more defensive choice you can go with the magus lean where you adopt a more defensive style. Your output will be low but you will regen mp over time.

    Charisma will get its own too. Beastmaster lean where your player attacks deal very low damage to have your followers do high damage. The alternative would be Tamer lean where you deal high damage, followers low but they're more resource efficient.

    I do think we should consider changes to endurance by sacrificing hp for damage mitigation too. The higher the stat the less damage you take.

    I think offering something for all playstyles is the proper move going forward. Everyone can try each without feeling there's ever one best pick. My concern with the changes to come is they'll not fix the gap between the weak and strong so rather than try to, give us every option.

    AQ DF AQW  Post #: 72
    1/25/2024 23:06:14   
    Korriban Gaming
    Banned


    quote:

    What if FO Rangers have a Backstab type affect on Certain turns (e.g turn 1 , Turn 4, Turn 7 Etc) for boosted damage on these certain turns?

    I think this is interesting but I don't quite like it for reasons unexplained, I'll have to think about it more on why I don't like it

    quote:

    FD Rangers What if there was something similar to Control when in this Stance so high chance of inflicting on enemies. you could rename this status to maybe confusion? allow it to by pass Freedom but I would suggest the number can t be to low as to rely on RNG also don't want his to high just to bypass all bosses.
    (similar to Pokémon confusion where sometimes they can hit themselves but can still hit through as well)

    Very cool idea of allowing a stun to bypass Freedom. The problem is that it can't be too high or it'll be OP, but if it's too low, I'm not sure how useful it is cos of RNG shenanigans, definitely something worth exploring

    quote:

    INT- Don't like wall breaker idea seems like something just thrown in there just because STR and DEX are getting changes. what if instead they changed it to affect 100 Proc Wands? wands are able to store energy up to a cap. this energy stored on character using wands can be used to heal MP or maybe access a Neural no Drop spell that changes to the element of the wand holding to release said energy ?.. this is the only real change i can think of since wands are about the only thing mages never use?

    I personally don't like the idea of tying a stat to just a single type of equip, not to mention, wands are probably the worst weapon types imo lol. I get that this is to buff wands but I really cant think of any wand that would even be mildly appealing for me to use even with this change XD

    For @Sapphire's ideas regarding DEX, I like both the Sniper idea and the SP regen idea but since LK already confirmed no SP regen, guess that's going into the bin. Between my own idea and the Sniper idea I would still prefer mine but I don't mind if staff did the sniper idea either

    quote:

    for STR builds, seams like FD got most of the atention but something for FO would be nice to.

    The 15% damage boost is unversal and would be most welcome for FO warriors

    quote:

    for FD Rangers, i think giving bonus damage or bonus chance to apply status effects would be nice since they also semed to not have got any atention, and considering most of the damage that comes from those build is from burns an bleeds and stuf like that, a buff to that would be nice

    and of course, the biggest problem here, even if the guests upkeep is being changed to be matematicaly corret and "fair", if the cost is to high, this could hurt the fun in the game, and considering AQ is an old game with a really small playerbase , keeping it fun to the majority of the player is essential, even if some people might not like it just because it is unbalanced

    Agree with both points

    For @Dreiko's ideas, I feel like we're just going back to square 1 with the whole ramping damage predicament. There is no way you can make it compete with Warriors without nerfing the boost to Warrior (so we get 2 crappy changes) or making the ramp up fast, without a drop off/reset and having a considerably higher ceiling than the boost Warriors get which would make it "OP" and I'm sure won't be accepted. I do like the idea of status weakness though, I think that could work with the ramping but we should look at other aspects apart from dorect damage with regard to ramping.

    quote:

    I'd be nervous about building FD to be just for dot damage, I'd see it as a style bonus that some players would never interact with (since not all FD players use statuses), and tying a status to a stat might make INT or STR builds focused on the status feel impossible to optimize.

    While I do agree to a small extent but don't majority of FD builds rely on DoTs for damage? I'm no FD expert but that's what I'm generally getting. I do agree about the point regaeding not being able to optimize DoTs in STR and INT, but I could make the argument that you won't be optimizing spell damage in anything but INT or regular attack damage in anything but STR. Still, it's something I'll think about

    quote:

    Mainstat increases are quite powerful, so a boost would probably have to be pretty low. I think this might be easily abused with low cost weapon based skills. I'm interested in a similar idea of a different system though, giving an effect based off total resources spent throughout the battle. I will post it if I think of anything cool

    Based off the stat boost spells, it'd be about ~10 DEX for 3 turns if my calculations are correct for 10% Melee, I don't think that's too OP considering you still have to spend a turn casting the skill to get it (wait or is it ~20 DEX since the stat boost spells are QC?). Also, I feel like there shouldn't be a cost tied to splitting the style bonus between FO and FD since you cant use both simultaneously in a single turn unlike STR and INT whereby you can use the full 20% in 1 turn. If anything, it should even get some compensation for that but I think that might be pushing it for some ppl

    quote:

    Regardless, having the Mage style bonus be a spell would also make it notably limited for hybrid builds (style bonuses are intended to be useable by all builds for hybrids, according to LK, which is a notable change from last discussion if I'm not mistaken), so I do think that adding a spell slot is a poor idea at this point. It's not as relevant, but there are also a variety of utility spells, guest summons, and other things mages might want in their inventory, so it's not like mages have more than enough spell slots, in my opinion.

    Why would it limit hybrid builds? We're getting an extra 9th slot for the no drop, it's not going to encroach on the current 8 slots we have
    AQ DF AQW  Post #: 73
    1/25/2024 23:20:55   
    Barghest
    Member

    quote:

    This would give warriors 3x the weapon variety of any other build. I think that would be a bad thing, as it would make every new ranged and magic item need to be considered for melee use, give warriors unmatched item versatility, and be very difficult to balance.


    That’s absolutely fair. I did consider that would be an issue, but figured it was enough that Ranged/Magic weapons were not designed to be useful for Warriors anyhow. I also realize now that doing this would further disincentivize players from using Hybrid builds, which already don’t see a ton of love. That said, STR is in a good place and the devs’ proposed changes sound good to me, and most others it seems. Though I would like to echo Gibby’s questions about why this is an acceptable way of altering the 20-turn model; are there going to be countermeasures to balance this out? Not that it needs it per se (stares at free damage buff as a STR main)

    For the more elaborate proposals, especially for DEX, I’m worried that the more complicated a stat’s core mechanics are, the more likely they are to promote certain playstyles or just be unwieldy to use. Maybe this is just because I’m an AQ boomer who misses when DEX did a bunch of different, simple things (even though it desperately needed the update the devs rolled out two years ago), but I feel like stats should influence what I would consider “core mechanics” of the game (things like HP, MP, BTH, dodge rate).

    But I do understand the appeal of adding more interesting mechanics to DEX. Otherwise, you’d have to wait for enough pieces of equipment to support that playstyle, which would take forever for more niche mechanics. And I also respect how thought out and creative all these proposals are, especially in trying to encapsulate the concept of a Ranger. Ultimately, whatever changes are made are going to give some types of Rangers more benefit than others, but I just hope that no single Ranger archetype ends up significantly better than others.
    Post #: 74
    1/26/2024 1:24:45   
    Sapphire
    Member

    Alright, going to suggest an additional feature for wallbreaker, especially if the cap remains at 90.

    I call this a "versatility trigger" in an attempt to open up some more reasons to not use harm.

    Trigger/condition: All resists are 90 or under.

    Effect: All Spells ele seek, and all statuses attached that scale change to scale to the eleseeked element.


    Case uses:


    1. Lets say monster highest resist is 70 and that element is Ice. I carry 1 damaging spell for each element. My ice spell is 4 hits. However, this trigger means My entire inventory will ele seek to ice. I have a 1 hit spell under darkness, and an 8 hit spell under energy. I can choose my spell based on several factors. Speed, # of hits, or features. Harm will still out-damage these on paper, and harm is more difficult to boost. But maybe I like to specialize in element specific boosting.

    2. Feature Scaling: Not all Mages use damaging focused spells . Far from it. In the example above, my entire inventory is ele seeking to Ice. I like to carry status spells. So here, I can cast Seeing Red or mandate and have their effects scale vs Ice, which again, is 70%.


    Anyway, again, I am attempting to find more reasons to not use harm if parameters are to remain.
    Post #: 75
    Page:   <<   < prev  1 2 [3] 4 5   next >   >>
    All Forums >> [Artix Entertainment Games] >> [AdventureQuest] >> AdventureQuest General Discussion >> RE: =AQ= Stat Overhaul Discussion & Feedback!
    Page 3 of 10«<12345>»
    Jump to:






    Icon Legend
    New Messages No New Messages
    Hot Topic w/ New Messages Hot Topic w/o New Messages
    Locked w/ New Messages Locked w/o New Messages
     Post New Thread
     Reply to Message
     Post New Poll
     Submit Vote
     Delete My Own Post
     Delete My Own Thread
     Rate Posts




    Forum Content Copyright © 2018 Artix Entertainment, LLC.

    "AdventureQuest", "DragonFable", "MechQuest", "EpicDuel", "BattleOn.com", "AdventureQuest Worlds", "Artix Entertainment"
    and all game character names are either trademarks or registered trademarks of Artix Entertainment, LLC. All rights are reserved.
    PRIVACY POLICY


    Forum Software © ASPPlayground.NET Advanced Edition