Bruuuuuhhhhh.
So basically, thereâs no improvement to be had outside of defense and power scaling?
Dangit Vetex, why you gotta cook like this?
Bruuuuuhhhhh.
So basically, thereâs no improvement to be had outside of defense and power scaling?
Dangit Vetex, why you gotta cook like this?
either substats arenât relevant till level 800 or so or they become stupidly op past level 125
this is the best way
It legitimately isnât. We can change the scaling to give severely diminishing returns, change it to percentile, and cap it off depending on the player level. While it would be a bit more complicated, there are better solutions than just repeatedly band-aiding this issue.
isnât that how it works already
it would be basically the same thing except at high levels getting a bit of every substat would be an op strat where you would have high agility, atk speed, and aoe
idk what u mean by this
ok but how does that affect the actual scaling
it isnât being bandaided every update itâs just based on ur level
so many people in this thread talking about the substat formula and whatnot when im not even the one who made the current formula the balance team handles that bs
also the endgame max level will be around 600, not 1000
this isnât true, its relative to whatever the current max level is, not your own level
Youâre starting to make me think that the last sea in the war seas will be for lvl 600/700+ players. Entirely optional past the storyâs max level.
It was said that the story would go up to 800, if story goes up to 600, will we be able to level to 1k after story? Otherwise some hybrid builds wont be able to wield losts and non will be able to wield ancients
They will improve but only slightly
Like, let us level to 1k, add some super rare techniques, spells or weapons with 1.2k+ reqs (pure exclusive) or 1.2k reqs (60% hybrid exclusive), it would also let us have Warlocks with either an Ancient Magic or an Evolved Lost FS.
600 is high donât get me wrong but itâs just such a weird number, 1k is way cleaner and gives us way more build liberty
Coming back to this after some restâyeah, youâre right here. This wouldnât fix anything. The systemâs already starting to stretch thin, we canât just keep it where it is.
Okay so, one idea I had was to have Agility, Atk SPD, and Atk SZ be percentage modifiers, rather than having linear progression with a drop off. The stats themselves would no longer have âlevel rangesâ where they would give more of the stat. Theyâd also hard cap at +100%. My reasoning is, this would be easier to balance as all youâd have to do to not go into absurd size zone would be to stop increasing a Magicâs base size past a certain level.
For Atk SPD, this would prevent it from reaching a point where your attacks become instantaneous as the hard cap would mean that at most, youâd have half the normal startup/end lag frames.
For Agility, this would just remove the need to scale the stat based on the max level. Donât you think itâd be a bit janky to lose a bunch of mobility for a few levels and upgrades just because the max level was raised? You could also just set certain thresholds where Agility-based movement modifiers start happening, rather than having it change every time the player levels up. (Make the âinstantâ High Jump occur at about +75% agility or something)
Finally, this all makes it so that thereâs an actual meaning behind these stats at earlier levels. With how the stats are currently set up, there are âlevel rangesâ where Armors give significantly more of a stat per range. The best example of this is in amulets, which have variants depending on their level range.
According to the wiki, âPoorâ Agility amulets give a maximum of +15 Agility at level 50. âFairâ Agility amulets, meanwhile, grant +65 Agility at level 120. Little bit of an explosive difference. The âFairâ amulet has more than four times the stat of the âPoorâ, despite only being a little more than twice the âPoorâ amuletâs level. The issue is, the âPoorâ amulet for Substats is already nearly useless at its level. And if scaling is based on the Maximum Level, then it will become even more laughably weak as the game updates.
TL;DR:
With the current system, early levels will feel even weaker as the game gets updated, and later levels will basically just feel like level 125 now. Iâm fine with the later issue, though Iâm concerned about the former. At Max Level 600, substats at 125 will mean basically nothing, nor would they at any level up until around 400 or so.
damn
canât believe i was accidentally spreading misinformation
iâm not sure that changes anything except adding a hard cap, then it would be basically the same as high scaling but with severely diminishing returns
ig it doesnât matter bc vetex himself came corrected me
600? Why are you doing us like that? I thought it would go to 1k
and even then, i will still go on power, defense, atk speed
Ultimate Art : Shatter Quake! (Shatter-imbued Slam-Smash)
damn vetexâs grandchild is a vampire?
Ainât that means that low lvl players will eventually find all items of their lvl useless? Cuz 50 lvl gear wonât give any stats, if substat formula is based on 600 lvl items.