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RE: Dodge + Dodgelash

 
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1/11/2025 11:51:25   
Telcontar Arvedui I
Member

Continuing the dialogue with @KhalJJ's post #42: I do agree that not everything has to be flat and perfectly balanced. Subversions of the standard turn model assumptions are present in-game, from status-save-rolls to Overcharged/Efficient Spells. However, said subversions still have to be (somewhat arbitrarily) confined and controlled, to prevent blatant exploits by players. This is why we rarely see, or have never seen, things like save-rolls with +40 player disadvantage, or an INT Efficient Spell that is worth 75 %Melee and thus cost 0 MP. So while each playstyle or build can and should have different ways to subvert the model, IMO they should remain as close to mathematical parity as possible. It makes no sense for a (handful of) build/playstyle to be 20++ percent more efficient than all others, as it centralises the meta and stifle dev design space.

In that vein, I agree that autohit mechanics for monsters can be (highly) varied. So can the frequency of encountering autohit monsters. However, you've dodged the question (apt joke) because you did not provide even the ballpark numbers on how big a subset of the monster pool should be able to circumvent the players' Dodging for players' elemental resistance to really matter. So I'm sorry but you (and/or others who agree with you on this) will still have to provide numbers, and explain how they at least hold up to the 25% accuracy floor that I currently stand by, in order to ensure that players' elemental resistance remains relevant.

Slightly tangential, but your ideas of varied implementation dependent on quest/locale would surely require devs to tinker with individual files, which I'm pretty sure is a much heavier workload than simply adjusting the accuracy floor to a fixed value - so IMO you gotta make the case appealing to devs, too, at least to get them to agree that a long-term project of this scale has to be worth it.

* * * * * * * SECTION BREAK * * * * * * *

Regarding @Branl's post #45, I'm no sure if that's a supporting vote to my Dodgelash modifier proposal, so let me see if I can secure it by being the first to respond w.r.t. dodge-lean armours.

First off, allow me to run slightly tangent from your direction by saying with the 25% accuracy floor, we can actually have offensive variants of dodge-lean armours. Because the accuracy floor ensures that the armours elemental resistance have to matter, of course - so if players decide to wear a "+21 MRM but x1.25 incoming damage" armour in the wrong element, well, they have a higher chance to get killed faster than defensive dodge-lean armours. Except not really - @Chaotic's proposal assumes TWO consecutive battles that are TEN TURNS LONG going by the standard turn model and we all know how often THAT occurs. But we still have to stick by the standard turn model or the acc floor will have to be EVEN HIGHER. But anyways, offensive-dodge-lean armours will, theoretically, going by Chaotic's OP, allow monsters to kill the player by the first battle, if the monsters are attacking with Poorly-Resisted or Opposed elements. Which to me is a good thing in that it further incentivizes proper elemental defenses.

Onto the main point, IMHO @Chaotic has alluded to this somewhat in post #39. By deliberately shifting defensive allocations from elemental resistances to MRM, devs can design/create armours and shields that offer (practically) extra value to Dodge-inclined players, since said players no longer have to spend as much of their per-turn %Melee allocation to reach the accuracy floor. Dodge-lean simply takes this phenomenon one step further, in terms of the magnitude of numbers-shifting. IMO this will open up itemization space for players in the far future - given enough releases, Dodge players can decide whether they want to prioritize Dodge gear that require actively trading off their per-turn allocation, which allows them flexibility of decision in the heat of battle - or passive/always-present trade-offs that allow them to pursue other tactical objectives with pets/spells/whatever gear they aren't using to focus on Dodge. Therefore, I do not think dodge-lean armours (and shields) need to be exempt from my Dodgelash modifier proposal in post #20, since there already exist inherent incentives to use them.

This means we can have armours that:
quote:

  • x0.8 outgoing weapon damage, +12 or +21 MRM (Lazer Blazer and Ghost Costume uses +21 MRM, but monster attacks are worth 140 %Melee, so if we're reducing player (not pet, not SP, only player) value by 20 %Melee, then +12 MRM seems to be the more accurate compensation.....?)
  • x1.125 outgoing weapon damage, x1.25 incoming damage, +10.9 (or +10.5) MRM
  • x1.25 incoming damage, +17 (or +21) MRM.
  • all without too much of a problem.

    All the above is of course predicated upon the 25% accuracy floor AND my Dodgelash proposals, in case it is not clear.

    * * * * * * * SECTION BREAK * * * * * * *

    Regarding @Dardiel and @LUPUL LUNATIC's ideas in posts #46 and #49 respectively to turn Dodge into a inapplicable-every-turn, cyclical-ish and/or burst-ish defensive tactic (I'm sure there are others who posted support for similar takes earlier in this thread, forgive me for not highlighting all of you):

    My take is that such a proposal:
    [Pro] turns Dodge into a novel, very in-depth (counting turns, keeping an eye on the ever-shifting chances of dodging, timing it to match a bosses' attack patterns, etc) mechanic.
    [Pro] ties into the in-lore narrative of pattern-recognition, adaptation, and surprise in the heat of combat.
    [Con] becomes that much more unfriendly to casual players.

    To me the con is a massive dealbreaker. Even with @LUPUL LUNATIC's scroll-tips or UI display implemented, it likely will still only display the accuracy-related information of that turn, with further details regarding how to manipulate the monsters' accuracy requiring players being redirected to this forum. At least DEX's Ranged Adaptation is zero-sum (because it's a lean change) and can be incredibly low-maintenance to the point of set-and-forget (players just have to output Ranged damage), which is quite different compared to Dodge requiring comparatively heavy investment in order for it to be effective. And telling casuals "Monsters now have a 25% chance to hit their attacks no matter how you try to Dodge, so wear proper defenses!" is much simpler/easier than "The monster becomes more accurate the more you dodge, but less so if you just stand there and take hits, details in the essay below."

    Unfortunately I don't think this trade-off can be avoided - for a mechanic to have such levels of depth, would require a correspondingly higher barrier of entry in terms of utilization. In plainer words, if we allow Dodge to be this complex, then it's the casual Dodgers who aren't invested into in-depth understanding of Dodge's mechanics that will suffer. I do not want to stand by this - I think players should be allowed to easily pursue any playstyle they want, so long as they adhere as close as possible to basic, intuitive understanding of the game. That's not to say the complex decisions and interactions that subvert the aforementioned intuitions shouldn't exist - they should, but again, they shouldn't be a necessity for all players who pursue a Dodge (or any other distinct) playstyle. And even under the 25% accuracy floor proposal, Dodge already has a distinct identity - a playstyle aiming towards a much-higher-than-normal (~5x higher) chances of completely nullifying the monster's output.

    Finally to address @LUPUL LUNATIC's expressed desire for maximizing consistency to match expectations - I would like to point to Wyrd Ward as a potential proof-of-concept of on-demand invulnerability. As it currently stands, such items are more-or-less useless when players can achieve effective invulnerability by stacking defensive mechanics. IMO raising the accuracy floor to 25% opens up the design space for more of such on-demand-invulnerabiity items, which allows for more complex decision-making in-battle without having to compromise on gatekeeping casual players. (Also, also, for more consistent defensive tactics, I'll say please divert towards the likes of Eleshield and Panic, instead of holding onto Dodge-with-raised-acc-floor.)

    * * * * * * * SECTION BREAK * * * * * * *

    w.r.t. @Sapphire's post #50, I have questions.

    First, you have omitted details on how much per-turn ramping in either direction is expected for monsters with DEX. How many turns do you expect monsters with DEX to reach your proposed +15% accuracy?

    Second, you mentioned the word "lean" in the first and second part of your 3-fold approach. Usually when we talk about leans, the implication is that it is zero-sum. In the case of "accuracy lean", it usually implies that the damage is also modified according to assumptions based on the standard turn model, where higher-accuracy also means weaker-damage so that the player ends up taking in statistically equal amounts of damage. In your phrasing of "adaptive lean for all monsters with DEX" and "accuracy floor should be given Adaptive lean", can you clarify which one(s) is a solely-accuracy-shift, and which is a lean change?

    Third, your proposed accuracy range for monsters is 10% to 35%. Assuming you've provided answers to the 2 questions above, how does it all tie into enforcing the need for players to equip proper elemental resistances?

    Fourth, you mentioned that your proposal "leaves beginning-of-battle dodge strats intact". Can you clarify what do you mean by "intact", in terms of numeric cost invested and expected output? Why is that an objective to your proposal?

    < Message edited by Telcontar Arvedui I -- 1/11/2025 12:05:30 >
    AQ  Post #: 51
    1/11/2025 13:27:13   
    Sapphire
    Member

    quote:

    w.r.t. @Sapphire's post #50, I have questions.

    First, you have omitted details on how much per-turn ramping in either direction is expected for monsters with DEX. How many turns do you expect monsters with DEX to reach your proposed +15% accuracy?

    Second, you mentioned the word "lean" in the first and second part of your 3-fold approach. Usually when we talk about leans, the implication is that it is zero-sum. In the case of "accuracy lean", it usually implies that the damage is also modified according to assumptions based on the standard turn model, where higher-accuracy also means weaker-damage so that the player ends up taking in statistically equal amounts of damage. In your phrasing of "adaptive lean for all monsters with DEX" and "accuracy floor should be given Adaptive lean", can you clarify which one(s) is a solely-accuracy-shift, and which is a lean change?

    Third, your proposed accuracy range for monsters is 10% to 35%. Assuming you've provided answers to the 2 questions above, how does it all tie into enforcing the need for players to equip proper elemental resistances?

    Fourth, you mentioned that your proposal "leaves beginning-of-battle dodge strats intact". Can you clarify what do you mean by "intact", in terms of numeric cost invested and expected output? Why is that an objective to your proposal?


    First of all, when staff implemented an accuracy floor, it was not based on any mathematical justification. It is an implementation of an applicative nature. In other words, dodge and dodge related stuff isn't a math problem, but rather an application problem. I know some may feel differently, but I maintain this is accurate. It is an application problem I happen to agree with though, because despite there being nothing wrong with the math from a baseline foundational standpoint, it can be a GBI based on application of "stacks" (defboost, blinds, etc) I also believe that (no pun intended) that staff must also have a balancing act between workload, R.O.I in thereof, balance based on mathematical ideas, balance based on applications of ideas, and overall affect to the larger player-base as a whole. In other words, while Chaotic has come up with a mathematical basis for implementing an idea, implementing a much higher accuracy floor will alter baseline standard assumptions. Accuracy is no longer 85% at baseline in actuality, because chance-to-hit rolls that rolls 1-24 get auto-adjusted to 25 and I believe this to be a massive problem. Deleting rolls 1-24 on that dice roll isn't a solution. It, IMO, alters everything too much. I think a 10% floor is enough, but with some other changes. If we wish to alter baseline assumptions this greatly, then IMO it will require much more work. I also think it could have a negative affect on player's gameplay, and IMO, 5 or 7 people agreeing with this idea doesn't constitute justification for moving a 5% floor to 25%, even if Chaotic used math to back it, IMO, simply means using math to back up a bad idea doesn't make it a good idea. I also believe that the argument that dodge players "can be in any armor" , while true today, is still a temporary issue of sorts. Eventually, there will be a dodge focused armor for every element with desired effects based on dodge and so at some time in the future, this temporary argument will go away. I don't think it actually holds water long-term.

    The issue here is a combination of the ease of removing those 85 points of accuracy in pretty much 99% of fights, along with the strength of dodgelash power. Dealing with the power ceiling of these and bringing that down *some* IMO is a much better overall approach, because the player base at-large matters, much more so than wat 5-7 people think here on the forums.

    As a result, and because I think we should address this but do so that makes "dodge" less universal, we should simply bump the floor to 10%. I think anything beyond that, is too much. IMO, we cannot cherry-pick things that create dodging as justification to drastically alter the foundation. For anyone not utilizing dodge mechanics, they've also lost out on 1-24 chance to hit dice rolls. The idea presented in't supposed to be targeting those players, yet it is. AGain, baseline monster accuracy isn't REALLY 85% anymore with the accuracy floor implementation. Again, that isnt me saying I don't want one, it's me saying I recognize staff's mathematically absent implementation of 5% floor isn't good enough and it needs a revisit, and I think 10% is a start.

    For clarity, The adaptive lean idea on the accuracy floor would not alter monster damage. It would just be an applicative balancing mechanic to disallow 200 turns of dodge. Vs monsters with 0 DEX, this removes chance to hit rolls 1-9 (I get it, it's actually 91-100) . The floor simply would move +2 or -2 on a per HIT basis, w/o change to anything else, up to a new floor of 20, but can be moved back down to 10. This would be an always ongoing change based on results from the previous turn, or gets literally implemented the next hit in a multi-hit attack. This allows players to dodge better at the outset of the battle due to the 10% floor, and because DEX mobs are contributing to INIT, I'd rather start smaller and allow it to grow based on dodges. Now, any monster with DEX, in my P.O.V, should gain the actual lean (lower damage for higher accuracy, higher damage for lower accuracy) and this should be applied to all attacks (so hybrids attacking with something other than ranged get this, too)

    This means that STR and INT Only monsters get a 10% floor but can reach 20% floor when players use dodge strategies, and DEX monsters (hybrid or otherwise) get a further +15 BTH (after missing), resulting in a total floor+bth swing of 35%. This doesn't even cover if a monster has a + BTH lean to begin-with, or have some auto-hits in their arsenal. I believe the monster revamp could allow for a few other monsters to be made specifically to make dodge players regret being out of element, and I think, again, in time that won't even be the case anyway.

    I think not only is this approach more fun because it's far more monster dependent, but would still allow players who love to play dodge to still "set up dodge" at the beginning of battles, just with a 10% floor at the start instead of 5%. Invalidating that 24 points of that dice roll always is too much. Make it adaptive and make it monster dependent. Blanket fix IMO is boring.

    < Message edited by Sapphire -- 1/11/2025 14:10:49 >
    Post #: 52
    1/11/2025 13:30:01   
    Grace Xisthrith
    Member
     

    I'm starting with my basic view on the idea in the initial post, then the idea of lean ramping, my view of the pros and cons, some potential in game numbers it could come out as, since the other numbers players have posted are about half incorrect. I'll end the post with some thoughts on other posts, particularly those most relevant to this post.

    One of the highest repeatable dodge setups without any blinds / colds / statuses gets ~70 (buns x 2) + 15 (logos) + 12 (madm) + 24 (Shadowfall) + 20 (Louie) = 131 bonus MRM. This is an expensive setup, and there are ways to make it go higher temporarily and situationally, but I thought I might use the general limits of player dodge later on, so I calculated it here. I didn't really end up referencing this later on.

    The post's goal seems to be to propose that dodging is too powerful and dodgelash is too powerful. I disagree that dodging is too powerful, because as stated by several people here before, dodging is not mathematically overpowered. If the player is able to pay a significant amount of resources to reduce monster damage, they can reduce monster damage by that much %melee. That is not a problem with mathematical game balance. It is also not a problem for the player, after expending significant resources, to be able to sustain infinitely and survive as long as they want against a monster by reducing their damage via dodge or another method, healing, or a combination of both. If you followed the player turn model blindly, you would expect a Frogzard to kill you in twenty turns. If anyone with a fleshed out build died to a Frogzard in 20 turns, I would probably not think they were very good at AQ. For this reason, I think it's ridiculous to argue that surviving for a long long time, or indefinitely, shouldn't be possible. If you would like to argue that, and argue that Frogzards should be a deadly threat, you'd be better of arguing about the player's ability to use and regain resources and utilize them, as Dardiel has pointed out. Separately, I also feel that a 25% accuracy floor is ridiculously high. This leaves the player with a greater than 5% chance of getting beaned twice in a row, even with optimal dodge. It would leave dodge a hugely inconsistent playstyle, and give them no benefit for it. You're not dealing with the entirety of the Thesis. The OP is arguing that the Player should absolutely die to a Frogzard if the Player is not in an Earth Armour and they fail to dodge. If the Player was in an Earth Armour that emphasized Dodge, the Player wouldn't die. You're cherry picking parts of the thesis to exaggerate the consequences. In the short term, it would be fair to say that this may happen if a 25% accuracy floor is implemented especially if the Player is not in an Elementally-Appropriate armour. In the long-term when Elemental-Dodge Lean armour variants are released, there is no possible way for the Player to be 'beaned' as long as they sit in Elementally appropriate equipment. The very Adaptation solution you go on to discuss assumes that the Player is in an Appropriate Armour/Shield. ~Ward

    I entirely agree that on dodge effects, or dodgelash, are overpowered. My opinion is that having dodgelash dynamically scaled on actual dodge chance as I believe Telocontar wrote up in detail would effectively put dodge playstyles in an effective place of not longer being extremely overpowered. Staff could make it provide only the %melee invested, or give the players extra output for using item synergies by not fully reducing the output (IE cap them at 2x output or something) Going forward my arguments / ideas account for this implementation. For example, it makes me unconcerned with the idea that lean ramping would weaken dodgelash more than it was supposed to, because it wouldn't.

    Moving on to lean ramping. There are pros and cons to the lean ramping idea. I think the obvious pros are it weakens the dodge playstyle and gives monsters the ability to fight back, while still rewarding players who dodge by dramatically reducing the damage they take, and it fulfills the goal of motivating dodge builds to use element appropriate gear.
    There are obvious cons too, one is that it makes dodge players dodge less even if they're still being rewarded, which isn't thematic, and might not be fun for players. It overlaps with eleshield mechanics, although I argue dodge does this anyway, just less that it's behind the scenes normally, on average, it's all the same. Another is that it isn't active turn one or turn two, at least not to a significant degree. Another is that it's not intuitive, if a player dodges a bunch, then gets hit, and they don't know about the system, they might think dodge is not worth using. Given that there seems to be (from my time scrolling character pages on the top legends page) a silent majority of AQ players who aren't active in the community, I think that's a real concern. A less obvious downside is that it actually weakens the mathematical value of dodge. Monsters with a high BTH lean would deal more damage to dodging players than you'd expect given the %melee they've invested into their dodge.
    A benefit that's unrelated to dodge, but significant, is the ability for monsters to punish players with exceptionally low MRM by gaining a negative BTH lean. In some discussions, players promote that MRM loss basically isn't a penalty, which isn't true, it effectively increases monster damage by the %melee you gain, although less visibly than something like an elevuln. That being said, any MRM loss the player gives themself that goes past the monster's base accuracy is truly not a penalty, because the monster was already hitting them every turn. The ability to gain a negative BTH lean would remove this issue, and could make players think twice about trading endless MRM for effects.

    So there are some pros and cons. I'll post some numbers below, but after thinking about it, while I like the advantages of lean ramping, I think there's a system that accomplishes most of those same benefits with fewer downsides, and could be a nicer change. It is: Using the same expected dodge value proposed for dodgelash items, if the monster's expected accuracy is less than 15%, grant them a BTH lean that takes their accuracy to 15%.
    So, if the monster's base accuracy was 55, and the player's effective MRM was 155, the monster has a hit chance of less than 15%, so they would gain a BTH lean to take them up to 15%, or in this case, a +15 BTH lean. If the monster's accuracy was 55 and the player had 110 MRM, the monster still has a 45% chance to hit, so they would not gain any BTH lean.
    I believe this is explains the idea clearly. If you're curious why I picked 15% accuracy, that's an arbitrary number that I picked, staff could pick a different number. I think it shouldn't be higher than 20%, 25% chance of getting hit leaves you a greater than 5% chance of getting hit twice in a row, which I don't like, but those are just my opinions.
    For anyone confused by the numbers, this would function identically to an accuracy floor, except that the monster's damage would be reduced more or less depending on how high the player's effective MRM is. The higher the MRM, the greater the damage reduction. At my "highest" MRM calculated above, this would be a +46 BTH lean for ~35% damage reduction for monsters, and they'd have a 15% chance to hit. The numbers would change significantly if staff upped the 15% to 20%, 25%, or 30%. This is objectively less punishing than the current accuracy floor, and that is intentional.
    I'm very open to critiques on this idea, since I haven't had it for as long, it's certainly received less review.

    That being said, here are the BTH lean ramping tables I made. To be clear, this is not the idea I described just above, this is my initial idea of giving monster lean ramping of a sort. The 3 smaller ones on the left are manually made without a formula, just trying things out. I also capped those, since I think caps are ideal here, staff would of course decide where caps should be. The three on the right follow the formula currently used for player DEX ramping with minor adjustments to the variable that changes the speed of ramping, the number used listed at the top left of each, I'd like for these to have an upper and lower cap implemented as well, but those would be up to staff so I didn't include any. Currently, players use a variable of 32, and a lower variable increases the speed of ramping up and down. It's extremely easy to change (at least in a spreadsheet, idk about action script), so staff could pick any speed of ramping they desire. The three labels are BTH lean, X (for the variable assigned to hits and misses, currently misses add -2, hits add +1) and dmg, which refers to what damage would be multiplied. To make this super clear since I didn't in my first post, I haven't added any of the punishment mechanisms that affect the player past a +20 and -20 BTH lean, since I don't think those make sense on monsters.

    Tables didn't work, preview isn't working for me ATM since apparently I triggered the security check, I suppose that's a forums limitation
    For now, google spreadsheet published link https://docs.google.com/spreadsheets/d/e/2PACX-1vSnKEPnsV78Ha7jLSltK5urVE3qDR7XBa1TdvqFfwemT0wiJx8Xww0FlO6nSYp_ruQ3hAHRYwPV1pCd/pubhtml


    32 25 20
    Lean X Dmg Lean X dmg Lean X dmg Lean X dmg
    60 -5 0.586
    40 -4 0.680 75.00 -15 0.53 127.50 -15 0.40 255.00 -15 0.25
    20 -3 0.810 66.11 -14 0.56 108.18 -14 0.44 198.33 -14 0.30
    10 -2 0.895 58.16 -13 0.59 92.08 -13 0.48 157.86 -13 0.35
    5 -1 0.944 51.00 -12 0.63 78.46 -12 0.52 127.50 -12 0.40
    0 0 1.000 44.52 -11 0.66 66.79 -11 0.56 103.89 -11 0.45
    -2.5 1 1.030 38.64 -10 0.69 56.67 -10 0.60 85.00 -10 0.50
    -5 2 1.063 33.26 -9 0.72 47.81 -9 0.64 69.55 -9 0.55
    -10 3 1.133 28.33 -8 0.75 40.00 -8 0.68 56.67 -8 0.60
    -20 4 1.308 23.80 -7 0.78 33.06 -7 0.72 45.77 -7 0.65
    -30 5 1.545 19.62 -6 0.81 26.84 -6 0.76 36.43 -6 0.70
    15.74 -5 0.84 21.25 -5 0.80 28.33 -5 0.75
    Lean X Dmg 12.14 -4 0.88 16.19 -4 0.84 21.25 -4 0.80
    25 -5 0.773 8.79 -3 0.91 11.59 -3 0.88 15.00 -3 0.85
    20 -4 0.810 5.67 -2 0.94 7.39 -2 0.92 9.44 -2 0.90
    15 -3 0.850 2.74 -1 0.97 3.54 -1 0.96 4.47 -1 0.95
    10 -2 0.895 0.00 0 1.00 0.00 0 1.00 0.00 0 1.00
    5 -1 0.944 -2.58 1 1.03 -3.27 1 1.04 -4.05 1 1.05
    0 0 1.000 -5.00 2 1.06 -6.30 2 1.08 -7.73 2 1.10
    -2.5 1 1.030 -7.29 3 1.09 -9.11 3 1.12 -11.09 3 1.15
    -5 2 1.063 -9.44 4 1.13 -11.72 4 1.16 -14.17 4 1.20
    -10 3 1.133 -11.49 5 1.16 -14.17 5 1.20 -17.00 5 1.25
    -15 4 1.214 -13.42 6 1.19 -16.45 6 1.24 -19.62 6 1.30
    -20 5 1.308 -15.26 7 1.22 -18.59 7 1.28 -22.04 7 1.35
    -17.00 8 1.25 -20.61 8 1.32 -24.29 8 1.40
    Lean X Dmg -18.66 9 1.28 -22.50 9 1.36 -26.38 9 1.45
    50 -5 0.630 -20.24 10 1.31 -24.29 10 1.40 -28.33 10 1.50
    40 -4 0.680 -21.74 11 1.34 -25.97 11 1.44 -30.16 11 1.55
    30 -3 0.739 -23.18 12 1.38 -27.57 12 1.48 -31.88 12 1.60
    20 -2 0.810 -24.56 13 1.41 -29.08 13 1.52 -33.48 13 1.65
    10 -1 0.895 -25.87 14 1.44 -30.51 14 1.56 -35.00 14 1.70
    0 0 1.000 -27.13 15 1.47 -31.88 15 1.60 -36.43 15 1.75
    -2.5 1 1.030 -28.33 16 1.50 -33.17 16 1.64 -37.78 16 1.80
    -5 2 1.063 -29.49 17 1.53 -34.40 17 1.68 -39.05 17 1.85
    -7.5 3 1.097 -30.60 18 1.56 -35.58 18 1.72 -40.26 18 1.90
    -10 4 1.133 -31.67 19 1.59 -36.70 19 1.76 -41.41 19 1.95
    -12.5 5 1.172 -32.69 20 1.63 -37.78 20 1.80 -42.50 20 2.00

    Kinda a ton of numbers, definitely hard to really think about when it's in this format, but we're limited on the forums, since there's no table function that I know of. Some of these would punish dodge players and increase their damage taken more than an accuracy floor of 25%. There's some ways to change that, but I don't like that aspect as much.

    Some thoughts I have on other posts
    -Hairmuffs provide 4 MRM. This doesn't seem to be accounted for in those calculations. Minor nitpick
    -Increasing your own MRM is mathematically balanced, this is just a fact, you receive the reduction in monster damage you pay for. I think we're clear on that now but I figured I'll say it again
    -Post 8 / 26: The idea of making MRM boosts stack like most eleshields stack (always increasing duration by one turn) would certainly limit some current very meta dodge options. It's also possible that this would be achievable system side, as to my knowledge, unlike eleshield items, dodge items don't have hardcoded stacking rules. Wouldn't be a change to all dodge setups on its own, but would certainly limit super simple setups that grant extremely high dodge chance, and might be very easy to implement backend
    -last I checked there's still some posts saying that the accuracy floor would change basic hit assumptions, those posts are incorrect, I was incorrect about this until a few weeks back, thanks Dardiel for correcting me, don't think it's a big issue just thought I'd say it
    -Post 25: you're defending the idea that healing 325 HP is twice as powerful as healing 300 HP. I don't see how you can feel confident in that argument. Would you also defend the idea that healing 350 HP is infinitely more powerful than healing 349 HP? The reason I'm saying it's a terrible way to determine the value of something is because if you use it to determine the value of a mechanic, you wind up believing that healing 350 HP is infinitely more powerful than healing 349 HP, or that healing 337.5 HP is twice as powerful as healing 325 HP. It's a very bad way to determine something's value because of that. Also, as I said initially, I think it's ridiculous to argue the player shouldn't be able to survive indefinitely against a monster if they dedicate their resources to it. Frogzards shouldn't be killing people. Effective HP is a terrible piece of evidence to support any claim. Cherry picking without context. You have a right to express the other opinions, but excluding numbers that are important to the context of the case presented paints your rebuttal in a poor light ~Ward
    -post 37: You state you think arguments based on equipment are a whataboutism. It's not a whataboutism to address how items work when they're being used as evidence to support someone else's ideas.
    -Post 39: as you say, this is an impossible example, and in my opinion useless. I don't know what you're trying to argue other than if you break all the rules and ignore basic balance, you've broken all the rules and ignored basic balance.
    -Post 39: "Please note that this doesn't mean I agree with my ardent critics, only that I don't want to have the conversation derail into a debate on which metric is "better". " if you think that a metric that says that 350 HP is infinitely stronger than 349 HP is a good metric, you're wrong. It's a worse metric, %melee is a better metric, your impossible theoretical example doesn't change this. Again, cherry picking without wider context, and adds nothing to the wider debate on 'Should the Player be allowed to be invincible?' You have stated your opinion as 'Yes, subject to conditions.' In my opinion, the EHP metric is really only relevant with respect to the accuracy floor solution, since the proposed Accuracy Floor at 25% stops exponential returns. Again, ultimately irrelevant since pundits seem to prefer Lean Adaptation, which is where the ongoing discussion to the Proposed Solution is going. ~Ward
    Post 40: I believe I understand the logic of your critiques. "One, it significantly devalues items that provide smaller DefBoosts compared to items that provide bigger ones, because smaller-DefBoost gear will end up pulling down the per-turn DefBoost bonus due to the averaging." Since it's your opinion I'm not going to argue with you, but I do want to say this is the state that most eleshield items are in. Kurgweenboh, or the Mermazon turtle, lose utility from this.
    -Post 46: Pretty cool idea with a dynamic floor, which could relatively quickly go from 0 to 50 to 0. I think this overly punishes the player for dodging, particularly with longer duration effects (like a 5 turn defboost on Fujin, or a 3 Turn blind on one of those blind spells), since you're losing a ton of value from the effects on the turns where the accuracy floor is much higher. I'd propose my lean based on accuracy instead of a raw accuracy floor, IE instead of getting autohit at those rolls, gain a lean to have the X% chance of hitting each turn dynamically changing as you describe. The change on dodgelash I like as well.

    < Message edited by Ward_Point -- 1/13/2025 1:24:12 >
    AQ  Post #: 53
    1/13/2025 2:00:04   
      Ward_Point
    Armchair Archivist


    The Thesis can be summarised into two points.

    1) The Player should not be invulnerable for an extended period of time. (Ie: The Player should not be invincible)
    2) There should be no situation where the Player can get away with not having Elemental Coverage.

    With respect to (1) Moderation direction is as follows:
    a) It's not enough to state that it player invulnerability is 'unsustainable'. Bringing up an example is not enough to deal with Topic Sentence (1). I could easily refute the 'Unsustainable' claim with a 'Sustainable' one, and it would not be of help to this debate. Raising a counterexample can point a bad example, but ultimately does not deal with the Thesis.

    b) 'Timed Invulnerability' like Wyrd Ward or Invincible Star is not the object of this discussion.

    c) Debate the Thesis.

    (2) is very much a Core Assumption of AQ. You are expected to be in an Elementally-Appropriate Armour/Shield that brings a resist down to 14%. If you wish to argue against this... Well... Good luck?

    While the two points are stated separately, you should ultimately consider (2) in relation to (1).

    < Message edited by Ward_Point -- 1/13/2025 2:10:13 >
    AQ  Post #: 54
    1/13/2025 2:37:28   
    Aura Knight
    Member

    quote:

    The Player should not be invulnerable for an extended period of time.


    But it's part of the strategy. Are mages not allowed to cast spells because warriors and rangers lack mp? No. So why is defending while playing a defensive strategy bad? You give up damage for this benefit. The issue lies with the reaction to the incoming damage. That is where focus needs to be.
    You've already expressed this opinion. Paraphrasing it does not change the intention. Once is enough. ~Ward
    quote:

    There should be no situation where the Player can get away with not having Elemental Coverage.

    It's an insult to innovative gaming to force players into absolutes regarding how to play.

    quote:

    You are expected to be in an Elementally-Appropriate Armour/Shield that brings a resist down to 14%.


    Forcing everyone to play under such expectations is unwelcome in a game where freedom of gear use and stats exists. There's fun in problem solving. In the most boring level, what's expected is correct but what good is correctness if it sacrifices fun? We're here for enjoyment not to play like we're programmed machines.Nobody is saying that you have to sit in this combination, but rather, that there should be consequences if you don't.

    Debate properly. The latter two responses are clearly meant to illicit emotional responses from readers who are being lead to believe that there is a false dichotomy. I will only do this once in this thread: There is no exclusivity between balance and fun. All commentators here are fully aware of the Dev Stance on Balance. Do not imply a false dichotomy when there is none. ~Ward

    I can only hope dodge doesn't get ruined as a result of these discussions.

    < Message edited by Aura Knight -- 1/13/2025 18:26:33 >
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