Dardiel
Member

I do maintain that the ranger adaptation identity's current specifics are a GBI. Point 1: If lean is balanced, then the cap (especially a hard cap on a mechanic that already interacts with inherent caps) is arbitrary. I see no reason why a lean of 0 is fine, and 20 is also fine, but 20.5 is unbalanced; if leans ARE unbalanced such that they require an arbitrary cap, then the stat revamp should avoid relying on an unbalanced mechanic. Edit: As Sapphire points out below, the cap existing is itself abusable; DEX gives inherent BtH and it's incredibly easy to get additional BtH via stat buffs and statuses. This results in the ranger identity being "get some accuracy to beat the cap and now you're a strictly better warrior with both consistency and a bigger damage multiplier". Point 2: Adjusting lean by a flat amount is unbalanced. Due to lean being based on the denominator (85/x), a lean that decreases at a steady rate has an impact that accelerates to infinity before flipping into the negatives. The lean adjustment must be modified so that the impact is being modified and the lean represents it rather than the other way around like it is now. Subpoint: Early lean changes as proposed are incredibly slow, especially when increasing damage. This related to lean's acceleration when adjusted by flat amounts, and potentially just an opinion as well, but initial damage increases are as low as 1% which is statistically insignificant within the range of multipliers an attack can have; additionally, a single miss will adjust the lean so far toward accuracy that it takes 5+2/3 hits just to break even  a fight only assumes about 20 attacks (2 per turn, 10 turns), so one unlucky early miss means that nearly a third of the battle is spent compensating (1 miss + almost 6 hits = 6.66/20 attacks). Solution: My proposal of tracking a variable, and applying a lean modifier based on that. The variable starts at 0, goes up 1 per hit landed and goes down 1 or 2 per miss. The player is given a lean of (in a more visual notation to reduce brackets): 85*[Variable]^2  [Variable]^2+26*[Variable] That equation endures that early hits are more significant than continued hits, removes the arbitrary cap in favor of an asymptote of 85 which means it automatically scales lean changes based on their impact while preventing the computing issues of reaching/passing 85, and makes misses always move the lean toward accuracy faster than hits move away but on a scale that doesn't occupy a large portion of the fight. This equation has the player reach 20 BtH as of their 8th consecutive hit landed; the 26 in the denominator can be replaced with a 32 for it to be 20 as of 10 hits, or a 39 for it to be 20 as of 12 hits. I'm not certain that this equation is perfect, but I do believe it achieves the goals in a cleaner and smoother way while also handling the issues that flat lean changes have.
< Message edited by Dardiel  2/6/2024 19:15:15 >
