ONLINE NOW: 33 LAST 24 HOURS: 115
« First | < | > | Last » |
Still working on some things, I'll be away quite a bit this week and next so things may get pushed back. I've been playing about with the combat simulator and reading the thread in the main forums. Right now I'm leaning towards diminishing return percentage crystals.
The problem with flat stat crystals diminishing or not, there will end up being a certain set of crystals that is good regardless of your build. Players will likely decide damage, armor, dodge and accuracy are what they care about and put the same 4 crystals on each item. With no thought given to the items they're going on.
The percentage based system doesn't have this problem. You would be a fool to put damage crystals in to a Rift Gun or accuracy crystals in to a Void Sword. You wouldn't want to use crystals to bolster the items weaker stats, for the greatest return you would want to boost their best stats.
My other concerns about percentages are then addressed by diminishing returns. Putting 4 damage crystals on a Void Sword wouldn't be insane because of the diminished return of each crystal of the same type.
In my opinion such a system would keep crystals varied, you also wouldn't be able to do broken things like put damage on your armor, or armor on your weapons, etc. Let me know what you think below.
The problem with flat stat crystals diminishing or not, there will end up being a certain set of crystals that is good regardless of your build. Players will likely decide damage, armor, dodge and accuracy are what they care about and put the same 4 crystals on each item. With no thought given to the items they're going on.
The percentage based system doesn't have this problem. You would be a fool to put damage crystals in to a Rift Gun or accuracy crystals in to a Void Sword. You wouldn't want to use crystals to bolster the items weaker stats, for the greatest return you would want to boost their best stats.
My other concerns about percentages are then addressed by diminishing returns. Putting 4 damage crystals on a Void Sword wouldn't be insane because of the diminished return of each crystal of the same type.
In my opinion such a system would keep crystals varied, you also wouldn't be able to do broken things like put damage on your armor, or armor on your weapons, etc. Let me know what you think below.
Larse
"I don't see armor adding to damage as broken these crystals are magically powered after all. I like having some flat stats AND mostly percentage gains to give maximum options."
Rivaille
""Somtimes we need to know where to stop" - Rivaille"
zerocomman
"+1 for diminishing returns. Also I hope the bonuses are always calculated using base stats and not stacking on other crystal upgrades"
Remicity
"Whatever the choice is, as long as it's diminishing I agree"
Tibos
"As long as crystal effectiveness is balanced by their rarity it doesn't matter if you use flat/percentage/diminishing or not. There will always be one crystal that is best on some stats. Balance econ."
centurion
"I actually disagree that dmg/armo/dod/acc is the best. Rift gun proves that high gun skill lvl is nice as is high def skill. the key though is balancing . havnig varied characters are cool."
MVP
"idk what all of this even means. update on mature forum now back to flame forum? "
LordPain
"i hadn't thought about diminishing returns....but probablly all equipment almost would have the same mix of crystals avoiding uniqueness...agree with zero though base item stats"
TimeTrx
"I do not agree with diminishing returns, the reason is certain avatars will fill certain roles with different crystals. Each will have its niche and makes it so no one avatar is flawless."
Halloween 2023
- Updated by Pie
Meep Coin
- Updated by Pie
Meepcoin
- Updated by Pie
Halloween 2023
- Updated by Pie
- Updated by Pie
Meep Coin
- Updated by Pie
Meepcoin
- Updated by Pie
Halloween 2023
- Updated by Pie