Actually though, we can still consider that if we get 2x magic size and 2x agility, we would still end up with effectively 4x larger proj size, so maybe outrageously high agility could be somewhat possible, but even then regarding that clip I doubt it, but it isn’t out of the realm of possibility now that I think about it.
What if king david uses 20% blasts
KDS’s blast attacks match up perfectly numerically with Fire’s calculated damage at level 500, as does his HP. Even if you don’t trust the numbers you can confirm logically, blasts and explosions scale differently but 100% blasts and 100% explosions deal the same damage, as does KDS’s blast and KDS’s explosion attacks (428, the formula is (level + 19) * magic multiplier, so (500 + 19) * 0.825 = 428, KDS blast and explosion damage)
You can mantain 1.2x cast speed, but at the cost of over 2x damage and health.
The enchantments now work at low levels (unlike with linear scaling), but they’re not useful. Sacrificing half your health and damage for 0.3 projectile speed is not “already good”.
The only people in this system that build for the percentile stats are collectors - just like when we had linear scaling. In practice, nothing’s changed.
I agree percentile stats should progress, but they should do it in the same way power and defense do. Items should be a constant multiplier relative to your level (which in this case means flat %s), with more powerful items (and hence multipliers) being unlocked as we level up.
I’ve explained this idea in more detail elsewhere, though it’d involve restatting almost every item in the game, so I’m not naive enough to bother writing a proper suggestion. There’s no way it gets accepted.
How will any of this harm build-diversity in the future? Maybe in terms of armour diversity but I’m specifically talking about stats. If you can have 1.5x agility from a half-and-half gear, that’s still diversifying your stats either way.
Stat Diversity != Build Diversity
And just like how in the earlygame you can build 1.2x cast speed, but nobody with half a braincell would do that because the alternative is 2x power and 2x defense, in the late game we get the same one build meta - your options will look something like this:
You can build full casting speed, or disregard the percentiles to focus entirely on defense, but diminishing returns mean you’re losing out on doubling every other relevant stat.
It’s so easy to get a full complement of high multipliers, and so much harder to increase any of them further. Power and defense are the only stats that give any payoff for dedicating more than one item/enchant from your set to them, so your build practically designs itself. There are no good tradeoffs to make here, just “choices” with a correct answer.
It was 1.2x at level 5000 not 2x, which puts the expected future stats for agility even lower considering that was the original idea, […]
It was 1.2x for individual enchanted items, 2x for the full set.
Again, really hard to speculate on log scaling without knowing the formula (I’m convinced vetex is hiding it so people don’t dissect it), but linear scaling was undoubtably going to lead us to 10x+ multipliers with level 5,000 gear. I doubt that’s what vetex intended, but it’s what was planned.
If we waited long enough, he’d probably have band-aid fixed it by reducing the % increase from stats after the multipliers got too ridiculous.
In the same way, I suspect he’ll bandaid log scaling by repeatedly reducing the rate the formula curves off as we level up until it’s basically linear scaling again.
You can mantain 1.2x cast speed, but at the cost of over 2x damage and health.
The enchantments now work at low levels (unlike with linear scaling), but they’re not useful. Sacrificing half your health and damage for 0.3 projectile speed is not “already good”.The only people in this system that build for the percentile stats are collectors - just like when we had linear scaling. In practice, nothing’s changed.
No you can literally maintain this with 63 power and 192 defense, also the 2nd part is untrue Meta has recommended people to put a cast speed amulet in their build. Of course, this is only one example, but surely if the “stat guy” at the least CONSIDERS cast speed, others will too, and popularity doesn’t matter anyways so this entire portion is pointless but might as well menion it. Max defense allows you to have approx 2x HP as well as max power allowing you to have approx 2x damage. Max power POSSIBLE is 113 with a full power build. That means that you already have OVER half of max power which is fairly average. Max defense is much higher but since defense adds onto your base HP you don’t get results as drastic, max defense is around 1.2k HP (600 defense + almost 600 HP), meanwhile 192 is 768, which is once again over half max HP with defense, which is not even close towards whst the average person is gonna be running, which would likely be between 250 and 350. Seeing everuone runnig around with 820-860 HP after the defense nerf,
well, you guess the average from that.
With magic speed you can maintain even better stats than with cast speed
Even despite all this I never said good meant optimal, and it is good, much better than you are currently making it out to be.
, but linear scaling was undoubtably going to lead us to 10x+ multipliers with level 5,000 gear. I doubt that’s what vetex intended, but it’s what was planned.
Doesn’t matter, if this gets nerfed later on, which if it’s 10x, it will, that’s what will ultimately matter in the end. Also to think Vetex wouldn’t see the stats potentially increasing to 10x is not giving him any lenience, why on Earth would you assume that he would oversee that? It’s like expecting incompotence.
Also with you not noticing he build potential with cast speed and magic speed earlygame, 40 magic speed is like +20-33% and 80 is like +50%, with Magic Aize, it’s confirmed that 160 is like 1.5x, 40 is like 1.1x so I’d assume 70-90 is alrady 1.2-1.33x. This seems to imply the stats curve off much harsher than you give off.
You can build full casting speed, or disregard the percentiles to focus entirely on defense, but diminishing returns mean you’re losing out on doubling every other relevant stat.
This doesn’t counter my argument, I never implied building on a single stat was a good idea with this conversation.
Also now that you clarified what you mean by build diversity, this literally wasn’t relevant at all. Getting poor results from focusing in one stat is a concern but it had nothing to do with the conversation.