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As we all know, STR is meant to be the primary damage stat, but has consistently shown itself to be a dump stat in comparison to everything else. Its secondary contributions, Battle Weight and Inventory Weight, are easily adjusted through VIT and talents, as well as a few skills. However, it's also become apparent that throwing STR onto absolutely everything isn't doing its job. It's only drawing more attention to the outliers. Why, you ask? Because aside from its presence in weapon scalings, STR offers very little to most.
Which is why I want to suggest the following changes/additions:
1. SKI's +.5 Critical per point is transferred to STR.
2. A new trait is created:
Quote:Brute Force
Requirement: (30~40) Base STR
Through overwhelming power, one is capable of creating wounds as terrible as any lucky dagger. With this trait, your Critical Damage is determined by your Scaled STR, instead of your Scaled GUI. (Affects only melee weapons)
Or, alternatively:
[12:53:15 AM] Chaos: don't hit dyst
[12:53:18 AM] Chaos: that's cruelty to animals
[12:53:20 AM] Chaos: you have to shoot it
[12:53:20 AM] Dystopia: ye
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strength needs something that needs an OOMPH feeling, we don't need to steal critical chance from skill, as critical chance is already a touchy subject
people would begin demanding crit evade buffs because strength's scaled stat diminishing caps are higher than skills.
I feel Strength should counteract physical defense in some manner, granting a form of armor penetration.
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Again it just needs to stay as the staple to physical weapon scalings, there's no need to completely shake up the game, STR also provides B/W for that matter, if heavy armor was better than it was this would actually matter.
The issue with STR doesn't stem from it not providing enough but rather, not enough good things tie into STR too well, like access to heavy armor and weapon scalings that scale majority STR
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"Lolzytripd" Wrote:people would begin demanding crit evade buffs because strength's scaled stat diminishing caps are higher than skills.
I feel Strength should counteract physical defense in some manner, granting a form of armor penetration. Except that between SKI/LUC, Only 1.5 Crit is gained for each point in both stats, whereas FAI/LUC give 2 points between them. Critical Evade already holds a natural advantage. For all the critical buffs that you can get, there's enough passive critical evade buffs to make all but the most die-hard critical stackers struggle. Keeping the 1.5 while pushing part of it onto STR will not change the crit/crit evade balance that much. DKA only means what, roughly 5~6 more critical in the long run, if they stack up STR and all three pieces?
And why would armor penetration bring anything to the table? Some 10 or so Armor ignored is nothing compared to the numerous DRs that players can stack up. That does nothing to incentivize STR, and making it penetrate DEF invalidates the entire point of DEF, while pushing everyone into pumping up Evade.
"Spoops" Wrote:The issue with STR doesn't stem from it not providing enough but rather, not enough good things tie into STR too well, like access to heavy armor and weapon scalings that scale majority STR Except we have tried to get STR in via scalings, and it hasn't made the stat any better. Buffing weapons that have majority STR (which usually offer more damage than utility to begin with) isn't going to make STR more appealing; not when the outliers offer that much without forcing points into STR.
[12:53:15 AM] Chaos: don't hit dyst
[12:53:18 AM] Chaos: that's cruelty to animals
[12:53:20 AM] Chaos: you have to shoot it
[12:53:20 AM] Dystopia: ye
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I agree with you on principle spoops, but I don't think it will happen.
which is why I suggest giving strength its own niche, if we won't make it the defacto damage stat.
Also chaos when I brought up the crit evade arguement, I wasn't arguing for it, I was mentioning half the server would complain, because they did and defended crit evade when I brought up the very fact you are now.
in regards to armor pen I didn't mean actually armor but some form of DR reduction for strength.
I'd say at a .5 effectiveness every 1 point of str, punches through half a point of defense, making defense still effective, but not oppressive like it currently is in 50 vit/50 def/ 50 san/ 50 res tank builds.
Also I never mentioned your trait, because I like it, but thats because guile should never have been a stat, the offensive stats are too wide spread as they are, it would be like splitting defense into a damage resistance stat and a block stat that locks your defense stat behind a chance of applying.
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"Chaos" Wrote:Except we have tried to get STR in via scalings, and it hasn't made the stat any better. Buffing weapons that have majority STR (which usually offer more damage than utility to begin with) isn't going to make STR more appealing; not when the outliers offer that much without forcing points into STR.
The issue here is that STR can be very appealing for a lot of reasons, but mostly that currently it is the highest scaling stat in the game with dragon king's set and high base amounts from certain races, it can very well decide some of the highest scaled weapon powers anyone can ever achieve, giving STR an additional feature (especially one relating to damage) on top of this can lead to catastrophic results.
The current issue is that some things don't make STR feel worthwhile, for example like the B/W talents that can make the need for building STR for your armor and/or weapons totally irelevant, not to mention the strongest armor type in the game is unarmored, which tend to be light and even used in tons of STR builds themselves.
I just see no need to give STR a buff personally, that's my argument.
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Personally, I think STR should get a buff. Mostly because I really like the idea of having variety with stats, feeling like STR is as mandatory as APT on a melee character is... well, eh, to me at least. Making it more important for basic attacking, either by raising critical, or critical damage, or even adding to damage somehow is okay on my end.
On the other hand, we have critical axe builds that could get insane if STR got a critical boost of some kind. This could probably be mended by tweaking the axe's critical damage power to not become absurd with it.
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I personally would like STR to give critical damage for melee-only weapons, but that's just me.
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The only direction I'd be going with STR would be tweaking weapon scalings, for melee weapons to require it to a greater degree, if it's truly that underwhelming. Which I don't think it is.
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STR giving 0.5% Critical Damage per 1 point for all weapons does sound okay and simple enough. (Maybe even for guns. The STR helps to reduce the recoil and land more accurate hits, in a 'sense'.)
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