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Immaterial Kit |
Posted by: Soapy - 12-08-2016, 07:20 PM - Forum: Bug Reports
- Replies (3)
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Quote:You use the Mat. Change Kit: Dragon Remains.
You do not have any items compatible with this material changing kit.
My inventory is full of items. I haven't been able to test any other material, but these don't seem to work at all.
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Scaling Derived Stats |
Posted by: Cat15 - 12-08-2016, 06:43 PM - Forum: Balance Fu
- Replies (14)
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Currently, only primary stats (str, wil, cel, etc.) are subject to diminishing returns. While that does help prevent min-maxing from being quite as powerful as it could be, the existence of many buffs directly to derived stats (hit, crit, evade, status inflict, etc.) and lack of any sort of scaling upon them still leaves it quite bad. It's very possible for someone built for a good amount of hit to fight someone they have a negative hit chance against. On the opposite side, if you're not playing a class that literally allows for 150+ extra crit from buffs, distributing your stats for a moderate amount of evade can still leave you with no chance to evade, resulting in said points being completely wasted. Status inflict and resist tend to also be terrible offenders.
Where there are a few ways to change things to make this more balanced and min-maxing less mandatory, I believe the simplest is likely to place a scaling curve on several secondary stats. Boosts from equipment and some from class abilities may be fine to apply after scaling, but gains from primary stats and most buffs should be slapped with diminishing returns. I'll give simplistic examples of the curves I believe could work, but I highly encourage input on other rates of scaling that could work. My point is more that something to this effect needs to be added than this exact implementation.
For Hit/Evade:
Hit and evade each get a stacking -0.1 per point each 'tier' of 50 points. At 50, one would have 50 scaled hit/evade. At 100, it would be scaled to 95 (50 + 50 * 0.9). 150 scales to 135 (50 + 50 * 0.9 + 50 * 0.8), 200 scales to 170, 250 scales to 200, 300 scales to 225, 350 to 245, 400 to 260.
Of course while this would allow moderate levels of evade to actually be useful, it wouldn't help with hit vs evade. Which is why I believe that weapon accuracy and evade from armor should be added post-scaling.
For example, without that being the case: Combatant A makes a basic attack at Combatant B. A has 300 hit, B has 300 evade (both achievable, high amounts in the game currently). Whether these stats are scaled to 225 or remain at 300, A has a 0% chance to hit B with equal stats.
With everything except equipment scaled: Combatant A makes a basic attack at Combatant B. A has 300 hit, including 100 weapon accuracy. B has 300 evade, including 30 armor evade. A would have 200 hit scaled down to 170, plus 100 for a total of 270 hit. B would have 270 evade scaled down to 210, plus 30 for a total of 240 evade. A has a 30% chance to hit with equal pre-scaled stats, which is still low, but reasonably possible.
For Status Inflict/Status Resist:
Status inflict and resist each get a stacking -0.1 per point each 'tier' of 25 points. At 25, one would have 25 scaled status inflict/resist. At 50, it would be scaled to 47.5 (25 + 25 * 0.9). 75 scales to 67.5 (25 + 25 * 0.9 + 25 * 0.8), 100 scales to 85, 125 scales to 100, 150 scales to 112.5, 175 scales to 122.5, 200 scales to 130.
Like with hit, status inflict should be given some unscaled boost to help prevent 0% chance situations (And before someone says it, yes Hexer has things like Payback and Black Bubble, but it isn't the only class that has status inflict checks). Perhaps if the ability that causes the check uses a weapon, it either adds 25% of the weapon's accuracy to status inflict, or 100% of the weapon's critical chance (For clarification, strictly those of the weapon itself, without anything from buffs, stats, or abilities added in.). For abilities that don't use a weapon, there could be a flat boost somewhere in the range of 10-25%. If using a spell without a casting tool, or a skill with only bare fists, said boost wouldn't apply.
For Physical Def/Magical Def
Even though the two DRs aren't opposed stats like the others mentioned, they're currently in a spot where many agree they can become far too strong. A recent thread pointed out that it's possible to achieve 100% physical DR. Primarily, basic physical and magical defense come from the Defense and Resistance stats, respectively. Even though those two stats themselves are scaled, and the other means of additive DR are few, the amount achievable still leaves them as disproportionately powerful stats. If it were the case that Defense and Resistance only provided DR, and that putting copious amounts of points into them left one offensively weak, it might be fine. However, they each are a source of an elemental attack stat, and several weapons scale heavily on them. As such, it's not really the case that this would directly be scaling Defense and Resistance twice.
Physical and Magical Def would each get a stacking -0.1 per point each 'tier' of 10 points. For each of them, at 10 they would reduce the corresponding damage type by 10%. At 20, it would scale to 19% (10 + 10 * 0.9). 30 scales to 27% (10 + 10 * 0.9 + 10 * 0.8), 40 scales to 34%, 50 to 40%, 60 to 45%, 70 to 49%, 80 to 52%, 90 to 54%, and 100 to 55%.
If this total DR is too low, perhaps armor could add part of its armor/magic armor to Physical and Magical Def, depending on armor type. Unarmored could add 50% of its magic armor rating to Magical Def, Heavy Armor could add 50% of its armor rating to Physical Def, and Light Armor could add 25% of its armor and magic armor to the respective DRs.
For Critical/Critical Evade:
I'm uncertain these need to be scaled, since there is a relatively limited amount of each one can obtain compared to other opposed stats. I don't believe one can typically get either of these vastly over 100, and critting also requires a hit check (with the exception of lightning crits). I may be wrong on this, or perhaps someone else has a suggestion to make things more balanced. Regardless, if crit is scaled, I would suggest, like with my suggestions for other stats, that weapon critical rating be applied after scaling.
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'Armor' of Eyes and Green-Scale 'Tunic' |
Posted by: Snake - 12-08-2016, 05:39 PM - Forum: Balance Fu
- Replies (12)
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Can we have their armor type swapped?
- Armor of Eyes becomes Light Armor.
- Green-Scale Tunic becomes Unarmored.
- In-Fighter Gi also becomes Unarmored, because it's a damn Gi that Martial Artists cannot use.
Armor of Eyes shuts down a Void Assassin completely while getting extra perks from Unarmored torso effects across the classes, such as more damage (Evoker in this case), more tankyness (from Waraji and Evasion) and more dodge (from Martial Artist), and since Light Armor gets half of those effects, it would be enough of a nerf for this overused ''armor'' with endless benefits.
Now Green-Scale Tunic, it just vanished from the market. It's a torso that seems to be built around 'dodging to make your enemies tired', but it can't accomplish this role for being Light Armor, you get zero class benefits from using it and all your Evade rate must be raw and high (raw as in, must build 60 CEL, 60 LUC and pray to god every seventh day in order to atleast dodge a Bandit Gunner.)
This situation would be more smooth if it was an Unarmored. Same goes to In-Fighter Gi, in which seems to be a torso for melee ranged people, but gets terribly nerfed due to being Light Armor, and it's Evasion gets gibbed by half, making it another wall decoration.
Chaaange this, please.
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Core Ha-Chop |
Posted by: Snake - 12-08-2016, 05:25 PM - Forum: Suggestions
- Replies (9)
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Can we get a way to split bigger cores into smaller ones for the purpose of creating enchants with Alchemy? Like, you take a Massive Core, use a certain method to break it down, and it grants 10 Tiny Cores or more accurately, it divides per core level difference using 'Tiny' as the base number.
It's nigh impossible to drop tiny cores nowadays where everybody's levels are capped, and I almost see this part of Alchemy not being used due to this hassle. (I think it influences the dungeon level spawning, so we rarely have level 1-5 BDPs around, plus, cores cannot be traded.)
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Black beast mud |
Posted by: Lolzytripd - 12-08-2016, 03:30 PM - Forum: Suggestions
- Replies (2)
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They are earth mud doggies
Perhaps they could have a rare chance to drop magic mud aswell, it'd give people more incentive to black beast raid
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Alchemy tabs |
Posted by: Lolzytripd - 12-08-2016, 03:26 PM - Forum: Suggestions
- Replies (6)
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Its REALLY cluttered right now
A tab for just potions
A tab for just house stuff
A tab for enchantments and material exchanges
A misc tab for everything else.
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The Physical Wreckoning |
Posted by: Rendar - 12-08-2016, 12:31 AM - Forum: Balance Fu
- Replies (14)
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Currently, it's possible to get 90-100% physical damage reduction (from def, etc) with relative ease.
I normally wouldn't mind this sort of cheese, but the fact that two classes give the exact same bonus based off of the exact same stat is probably a key part in why it's silly.
Can Boxer and Magic Gunner's WIL/4 not stack with one another? The fact that people can get absurd phys def with this is kind of silly, and even more silly whenever the same people are almost completely immune to physical damage.
Unpopular opinion and whatnot, but still something that could be looked into.
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Kip up! and combination fighter |
Posted by: Autumn - 12-07-2016, 04:49 PM - Forum: Balance Fu
- Replies (10)
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Kip Up is an extremely powerful skill for Martial Artist and I think it deserves to be main class only.
On the other hand Combination Fighter is an under-utilized skill that has some restrictions to how you use it, and could probably be swapped out for kip up for being any class slot only.
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