Grace Xisthrith
Member
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I'm all for buffing randomization in game, I think more randomization being viable would be fun. The below stuff is using the built in monster assumptions resistance spreads, IE, it doesn't account for monsters that don't use it (until I go into that later) However, if I'm understanding this proposal correctly, the goal is to make random weapon elements (potentially) deal 130% damage baseline, like you'd expect a normal weapon to do where you're able to pick the monster's weakest resistance and only attack with that. I think making random element weapons deal assumed damage (130%) would be kinda strong, maybe too strong. An easy example is, if a random element weapon always does on average 130% damage, a player wouldn't need normal elemental weapons, they could just use the random element one and run 7 utility weapons, their expected damage output would be the same. Another issue I see is that random element weapons also apply their random element bonus to their utility or status effects they use. They should do this, it makes perfect sense, but that already leads to strong mechanics (rainbow twilly board, Nith's Fang (imagine it was a zero proc just pretend teehee)) right now, so if the multiplier were instead 1.3x, those utility and status weapons would become even stronger. I'm having trouble explaining this as well as I'd like, so I'll use an example with Heroic Titan's Melee Weapon. -Heroic Titan's fist basically pays 100% melee (50% in damage, 50% in resources) to inflict 100% melee in burn per hit. If it was instead random element (and inflicted say, prismatic burn, like several random element weapons), it would have a 1.3x multiplier on the status, so it would get 130% melee per hit, capping out at 520% melee output instead of Heroic Titan's 400% melee. That's just another way of saying that status and utility weapons would be 1.3x stronger instead of ~1.2x stronger, but it's a significant jump to make, in my opinion. So, super short, giving random element gear a 1.3x multiplier is a lot, even if you just go by assumed monster resistances. Now if you take into account not assumed monster resistances, there's a lot of cases where these weapons would become really crazy. Tibbles is a boss with balanced resistances, so is voidwraith, so are (maybe? My memory is foggy) silk screamers, sugar gobbler (not balanced but closer to the point I think random element would be better than wind), and then some different but same outcome examples are void dragons, any primordial / godscourge boss, where resistances are very different from monster assumptions. In these circumstances, random element weapons are already really good, and we have other random element effects (like the chromatic imbue, prismatic burn, 8 element spells use with status magestaves) that are already really good for these circumstances now, they'd be even better with a stronger multiplier. So, in short, there's currently situations now where random element weapons are already really good. Some of the situations I listed above are certainly debatable, and come with tradeoffs, but a stronger random element modifier would make these situations for rainbow elements even more better than normal single element options than they already are. Final note, I think that realistically, upping the random element bonus to 1.3x is not a big powercreep leap. I'm also pretty sure there aren't more than 20 random element effects on modern standards, so it probably wouldn't be a huge effort to update them one by one, relative to some other proposals in the GBI section. Also, I just advocated for giving a compensation boost to random effects in AQ in a recent GBI, so IDK why I'm stuck on this, but I think random element weapons shouldn't be as good at base for damage as picking a single element
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