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[Dodgers] Cel Cel Cel, What do we have here? - Printable Version +- NEUS Projects (https://neus-projects.net/forums) +-- Forum: Sigrogana Legend 2 (OOC) (https://neus-projects.net/forums/forumdisplay.php?fid=8) +--- Forum: Balance Fu (https://neus-projects.net/forums/forumdisplay.php?fid=11) +--- Thread: [Dodgers] Cel Cel Cel, What do we have here? (/showthread.php?tid=51) |
Re: [Dodgers] Cel Cel Cel, What do we have here? - Daisuke - 11-14-2014 I disagree and think cel is fine as it is. All this math really points out is that cel and evade based passives are good at doing their job when you prioritize them. Now let's look at your first example and see what happens when you do that. 56% str 21% wil 12% def 27% res 37% vit Those growths scream "All I can do is heaven kick > rapid kick and hope they die because I'm made of glass". It's a one-trick pony build that doesn't have much else to fall back on if it gets countered, much like a gunner that only does attack > parting shot. It's high risk high reward. And that's generally what happens when you prioritize on a specific skill. RNG aside, If you try to maximize something you leave yourself lacking in other areas and when you try to cover for them you miss out a bit on the skill you were trying to max. Now let's ignore the base classes for a second and look at promo classes that have a reasonable way of 100% hitting cel users. Evoker Lantern Bearer Grand Summoner Verglas Engineer Void Assassin Black Knight Monk Kensei if they aren't just using it for the passives That's 9 out of 13 and the only thing protecting you against them is 12% def, 27% res, and 37% vit, especially considering you have an 18 mod in cel which means you're also missing out on some defensive itemization. So facing someone who has no response to a dodge build because they're centered on attacking normally isn't absurd, it means they're inflexible. There's nothing keeping a MG from subbing as an Engi and using the flamethrower, especially because upgrade is just as good of a damage boost as Absolute Death is or Elemental Augment for guns so it's not like they're missing out if they do sub Engi. Re: [Dodgers] Cel Cel Cel, What do we have here? - Soapy - 11-14-2014 I agree with everything Ranylyn said, except for (off topic) Re: [Dodgers] Cel Cel Cel, What do we have here? - Ranylyn - 11-17-2014 Quote: Also spoiler tagging for off topic: Re: [Dodgers] Cel Cel Cel, What do we have here? - Daisuke - 11-17-2014 "[url=http://neus-projects.net/phpBB3/viewtopic.php?p=491#p491 Wrote:Ranylyn » Mon Nov 17, 2014 3:43 am[/url]"]Quote: Re: [Dodgers] Cel Cel Cel, What do we have here? - Lolzytripd - 11-17-2014 "Daisuke" Wrote:"[url=http://neus-projects.net/phpBB3/viewtopic.php?p=491#p491 Wrote:Ranylyn » Mon Nov 17, 2014 3:43 am[/url]"]Quote: Re: [Dodgers] Cel Cel Cel, What do we have here? - Nuclear - 11-17-2014 Will you asshats take your off-topic bullshit elsewhere? Now, onto the subject at hand, I'd have to say that I'm mixed in my response to this; What was the point to buffing To-Hit by changing Blessed, etc. if it can still be invalidated by dodgers? I believe this is what Sderg is trying to say here. The fact that the only defense offered is "BECUZ AUTOHITS" is absurd, and while this can be the case for dealing with these sorts, it really shouldn't be the only method of combating this character archetype, even though I agree with most of Ran's/Dai's points about it being a "one trick pony" and a "glass cannon." Yes, dodgers thrive on being able to dodge but basically saying anything that isn't an Evoker or any class with a powerful never-miss ability is irrelevant would be exactly the problem that Sderg is attempting to point out, and the solution is to not ruin CEL or dodging but to make it more malleable and fair, to BALANCE it out in accordance with the rest of the game. If its absurd negation of any attempts to hitting them without slumming for SKI and to-hit boosts weren't such a problem, autohits wouldn't have to be so damned prevalent and defacto in the first place. People shouldn't be punished for what they want to play, and neither should certain aspects of the game be so overwhelmingly good either. The whole point is to BALANCE the game, not make it so That > Anything not This. Re: [Dodgers] Cel Cel Cel, What do we have here? - Daisuke - 11-17-2014 However, the fact that autohits are the only method of combat for dodge is because there are literally only 2 methods of combat. Autohitting and roll-to-hit attacks. Vit, Res, and Def protect you from both, Cel only protects you against one. Having high base res and def make it statistically impossible to have high base cel. High vit has a somewhat better chance because Hyattrs are a thing but even they only have a 5% cel growth. So you have two options: 1: Nerf or indirectly nerf dodge. You can do this by buffing roll-to-hits in some form, nerfing evade, or nerfing the other stats most evade builds have to work with. The issue with cel not working reliably is that it only works on 1 method of attacking and it generally comes with low vit so when it's not working vs basic attacks, it's not working on anything. If it does change, my suggestion would be to create a diminishing return system for cel so that after a certain point, stacking tons of cel isn't as effective so there isn't a day and night difference between someone with 70% cel growth and 100% cel growth with +18 cel from mods. If you do that, you get a general number of evade to work with that applies to most dodge builds which makes it easier to adjust if needed and you take out the incentive to focus completely on dodge and make builds more flexible. 2. Change the way Cel works. Cel is meant to protect you from 1 main source of combat, that's just how it works. If you try and make it so having good skill, one of the most commonly high stats because practically everything aside from mages use skill, has a good chance of hitting someone that stacks cel, they should at least have something to fallback on. My suggestion for this is a partial evade system that reduces damage dealt by a % based on how well you dodge. This makes it so you don't need to dodge everything to be effective with a cel build and roll-to-hit attacks still get their damage and ability to crit so everyone wins. Re: [Dodgers] Cel Cel Cel, What do we have here? - Soapy - 11-17-2014 "[url=http://neus-projects.net/phpBB3/viewtopic.php?p=510#p510 Wrote:Nuclear » Mon Nov 17, 2014 11:07 am[/url]"]Will you asshats take your off-topic bullshit elsewhere? Re: [Dodgers] Cel Cel Cel, What do we have here? - Ranylyn - 11-18-2014 "[url=http://neus-projects.net/phpBB3/viewtopic.php?p=510#p510 Wrote:Nuclear » Mon Nov 17, 2014 12:07 pm[/url]"]Will you asshats take your off-topic bullshit elsewhere? Whoa there. You could have just asked us to make a new thread, but instead you jumped straight to the flaming. I'm not sure how I feel about that. Oh, and for the record, The "off topic" started as a comparison of scenarios. So it WAS on topic, once. So there's that. Quote:Now, onto the subject at hand, I'd have to say that I'm mixed in my response to this; What was the point to buffing To-Hit by changing Blessed, etc. if it can still be invalidated by dodgers? I believe this is what Sderg is trying to say here. The fact that the only defense offered is "BECUZ AUTOHITS" is absurd, and while this can be the case for dealing with these sorts, it really shouldn't be the only method of combating this character archetype, even though I agree with most of Ran's/Dai's points about it being a "one trick pony" and a "glass cannon." This is the whole point of counters. It' like a game of rock-paper-scissors. You win some, you lose some. And considering how many things completely and utterly wreck dodgers, it really makes you ask the person who is getting shut down by them... "So... why aren't you covering your main class's weakness with your subclass!?" People don't usually use autohits because they HAVE to (except in a few extreme cases.) They use autohits because the skills HAPPEN to be autohits. For example, evokers actually get good Skill growth at 30% (Read: Tied with the second best Strength growth available!) They can end up with a good amount of skill. But their spells are all autohits anyways. Kensei attack skills? Last I checked, all autohits, depite them having the second highest skill growth in the game. Just as a few examples. Anyways, after all those bonuses to hit, Evade got a buff in the form of Afterimage: A trait. Which means you're not sinking that point into stats elsewhere. Why? Because so many things were now giving massive hit bonuses. Older melee characters typically had high faith due to the old Blessed enchantment, and of course, a lot of things were added like Fitting Form or whatever that MG one is called, I forget. Anyways, many people no longer seem to see the appeal to faith, and deliberately leave it low to game the fact that you're guaranteed a minumum of 3 gains at level up. (This recently came up in OOC.) If these characters rely on accuracy, you see why this could be an issue. It's not so much that dodge needs a nerf, but that Dodge was considered so bad for so long that people stopped caring about their counters. "[url=http://neus-projects.net/phpBB3/viewtopic.php?p=502#p502 Wrote:Lolzytripd » Mon Nov 17, 2014 5:21 am[/url]"] Re: [Dodgers] Cel Cel Cel, What do we have here? - Lolzytripd - 11-18-2014 Throwing this out there, I don't want dodge to be useless for avoiding things, Perhaps if both dodge and hit had this minimum chance to hit when not debuffed=30% of total skill Minimum chance to dodge when not debuffed=20% of total cel + 10% of total luck |