ATLYSS
Bellatrix Dec 5, 2024 @ 3:04pm
A better way to attribute-scale weapons and skills
The current method is rather inflexible and minmaxxy.
What would be far better is if, rather than 3 attribute scales, each weapon and skill had an ideal ratio for attributes.
Conveniently, since the attributes are in RGB colours, a ratio can be expressed as a colour and so the stat scales might look like this:
Red: Hammer
Orange: Sword
Yellow: Spear
Lime Green: Bow
Green: Katar
Cyan: Cryo Needle
Blue: Scepter
Purple: Bell, Spire

So, rather than being forced to choose between a minmax where you only use things of a particular attribute, or balanced stats that give you more options but is much weaker, instead you can have any ratio of stats and there'd be a build that's optimal for that ratio (but also other builds that are still good at that ratio).
It'd add sooo much gameplay diversity, especially with skills since non-mystics would have certain spells they could use efficiently even if they weren't going all-in on mind.

But what does the ratio actually *do*?
Well, let's take the sword for example. Let's say the attribute ratio for swords is 3 Attack Power per 1 Dex Power, a 75%/25% ratio.
If a character had 50 AP and 10 DP, then they'd use 30 AP and 10 DP at 100% efficiency, so 40 power.
Which would leave them with a remainder of 20AP. Since AP is 75% of the perfect ratio, that remainder of 20AP is used at 75% efficiency, giving an extra 15 power.

Overall, the sword is being given 55 power.
A hammer (1/0/0) would be 50 power.
A spear (1/1/0) would be 40 power.
A bow (1/3/0) would be 25 power.

If the player improved their dex a little bit, the sword would reach 100% optimal stat usage, but the spear would come close.
If they improved their dex even more, the spear and sword would be equally viable.

The only flaw I can think of with this balancing though regards the pure attribute weapons, such as hammers. That 50 AP 10 DP character might have been a pure strength build that just got the 10 DP from equipment (since a lot of it gives power of all attributes), yet the sword had marginally more power than the hammer since it could utilize that 10DP.
Pure-attribute weapons would probably need to be a tiny bit better to account for this so they don't end up being worse even in pure-attribute builds.
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Bellatrix Dec 7, 2024 @ 12:02am 
Any thoughts on this? I really do think Atlyss needs a way to free itself from attribute minmaxing, this is a rather simple change (just a bit of simple maths and tweaking numbers) that'd open up the build diversity so much by making it more worthwhile to have more than one non-vit attribute.
This suggestion feels more like a "the game eventually needs to do this" than an "I personally want this", I just can't see the attribute system ever making sense the way it is.
Ruke (Soreasan) Dec 7, 2024 @ 2:48am 
While i think it's a complex thought, and i don't mind picking. I feel like stats like these would just make people resort to figuring out and copy pasting what a guide did.

I used to WoW (world of warcraft) at a top 1% level, and we used to use gear sims to calculate max dps with optimal rotations.

That was the 1%, 90% of people played the game normally and the other 9% had lives, we were college students enjoying our last summers.

It's a fun system but i feel like just raising the cap on the gear scaling, so that glass cannons could scale fully past without maxing on weapon dmg on vitality weapon builds would be fine.

I don't mind the build and i think sturdiness isn't bad. Just that If the tradeoff between a 350 hp build and a 1 hp build is that fluxbolt hits 90x4 with 350 hp and endgame enchanted gear, and fluxbolt hits 99 x 4 with 60 hp and endgame gear, but the bell does the same damage,

It's a choice of 6x less health for 10% more dmg at level cap, and grove seemed to hit rather hard and not be stamina tankable on a mystic ( Shield stamina -> Parry Block block -> SHATTERED -> 90 dmg x 2-3x ). That survivalbility to avoid wipes helped.

But, maybe reducing the boss regen a bit, maybe not enough to encourage suicide runs, but say, making bosses heal 20% on death, like Guild wars 2 system would be fine.

Guild wars 2 lets you have hard fights if you're new to the game and fighting bosses meant for rotations, but it also has a tanky build, celestial, that like trades off +50% more hp (30k vs 20k(?) for +20% more dps.

I don't think i mind the idea of risk = reward, just vitality is more than avoiding one shots, but also heavily linked to most classes healing on a 1 minute cd. I feel like you could add in some flavorful self heals to warrior, maybe a blooddrinking / life leech passive where damage done could heal them, say.

Warrior
o Blooddrinker: Leech 20% of damage done, but enemys gain a 20% critical chance against you.
o Crusader's Arms: Your weapon applies a divine aura, healing you and allies nearby 10 hp for 5 seconds whenever you block a attack with health missing. Consumes mana.

Bandit
o Health yoink: Steal 10/20/50 hp from a enemy and stun them for 1 second.
o Stolen snacks: 'Conjure' up stolen food for you to share with allies, Dissapears over logout. (Similar to WoW's mage's conjured food"
- Etc: Heals 20%/30%/40% of missing health and stamina over 5s, 20s cd. (Consumable slot).

Mystic stays the same, but perhaps you could nerf vitality from 4 hp a point to maybe 3, but maybe include +1 more base hp baseline per level.

That way, players could still hit the same hp if they wanted. (350 hp vs 350 hp if desired)

But the hp for making a glass cannon would be like 85 vs 60. Which while not much, might add up a little for glass being a bit less squishy. Or you could add a bit more gap between the colossus attacks to give players better dodging/parrying reaction time without hte warrior passives.
Bellatrix Dec 7, 2024 @ 3:06pm 
This suggestion didn't have anything to do with vitality though?
It was just about the strength, dexterity, and mind attributes, and how to make it so that the optimal build isn't always just to go all-in on one of the three.
Yal Dec 8, 2024 @ 4:13am 
Split scaling definitely feels like a thing that would need to exist at some point, so there's a reason to not just go for one damage stat and put all points in either that or HP. (Granted, on my third playthrough trying the Bandit it felt like mixing wisdom and dexterity was viable since I capped weapon scaling and used both mana and stamina so maybe there's a reason and the game doesn't communicate the benefits clearly enough?)

E.g. some weapons have split scaling by default (swords STR/DEX, bells STR/WIS?), there's affixes and/or scaling stones that can add split scaling (Headstrong for STR/WIS, Quality for STR/DEX, Streetwise for DEX/WIS), and maybe also have some weapons of each category that breaks the mold (e.g. a small bell with dexterity scaling by default?) to encourage experimentation instead of just trading up to the next tier gear of the two types you settled on.

And also, having skills that use both stamina and mana for all classes (aka adding mana skills for Warrior and stamina skills for Mystic) would probably also help encourage trying mixed builds. Maybe Cross could be converted to a stamina skill but lose the "hold the button" property so it stops being almost impossible to cast in a fight? (With the stamina cost being a reference to its old 'concentation' property)
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Date Posted: Dec 5, 2024 @ 3:04pm
Posts: 4