I'm not sure if your ideas would work. They combined Hit & Dodge in one formula (that's why you don't see a dodge rate) and it's the biggest mess Gravity ever created.
Noone knows how this is implemented. Guessing from the experienced miss chances above 50% however, there doesn't seems to be a dodge cap.
I prefer the (1.07)level theorem, you usually see in other games. This means that there is a static 7% grow per level to be expected (or any similar percentage). Like the interest of interests, this part of any formula calculates the result. This means is that you don't get better chances with each level up, but you want better gear to avoid a decline / downfall. After 5 levels without any new gear, the 7% would have added to 40%.... after 10 levels, it's already almost 100%. My english isn't good enough to explain it any better, but assuming a starting value of 200 resulting in a 25% crit. chance, you would need a value of 280 five levels later or almost 400 ten level later to achieve the same 25%.
If you would give the players only a 5% boost per level, you would achieve an increasing difficulty level. Do this on multiple levels (hitpoints, damage, hit, crit.chances, dodge, parry, etc.) and players would have to choose where to 'suffer less' rather than where to reach the cap.
Right now however, Vigor f.e. is strange because - based on the formula - you could get values above 100%. Parry rates & critical rates are also strange, because there is a cap at 50%. However, neither 100% Parry nor 100% Crit. would ruin the game IF the average damage per Strike is far less than the half the HP value of other players-
BUT - It's not just the defense formula that makes me sad, it's also the false whining of the knights and their representatives.
As already shown in my previous post, the Beastmaster has a much lower defense than the Knight. Of course he COULD choose the Grizzly Form to increase it, of couse he COULD go full-AGI build and spend 275 additional points in VIT and of course he COULD be a lucky guy to get all the Osiris gear filled up with +50 Seedrunes. However, beside all these 'maybe's, a knight still gets the better refinement boni... more than twice as much to be a bit more precise. So whereas some include uncommon stat builds or very unlikely rune values, NOONE and I literally mean NOONE ever mentoned the refinement inbalance in favor for Warriors and Knights. Why? - It wouldn't fit into the concept.
There is also no comment about other defensive capabilities, like a 10% armor rune, PvP damage reduction, etc... all of them an equally painful disaster. Although it's unknown how/when it is calculated, if damage reduction would be just added to any existing defense rate and wouldn't work beyond the cap, it's a definite advantage for any class with less defense to start with.
The similar thing happens with the offensive capabilites of a Knight. Some mention the inbalance of a 250% Bash vs. 350 Raging Blow (monk), but they simply ignore the fact that Battle Tactics is VASTLY supperior to ANY monk damage amplifier.... or that the monk finisher - Guillotine Fist has a starting cooldown of 60sec, not 20sec like the Shield Cannon... or that the Knight has a higher hit rate than the monk or beastmaster.
So it seems, there is no real attempt for balance, just a 'make your wish' game.
If you read the reports of the Knight, you usually hear something like "The knight ought to be superior in attack power and defense".
To me, this sounds like the wish for being strictly superior... dealing more damage and receiving less damage.
But I usually don't hear any statements about where the Knight ought to suck.
Instead, when I read Deathnote's report with his statements about "being able to hold of 10 enemies in WoE", the first thing that sprang into my mind was... glad the developers fixed that! So instead of just trolling, I will make some skill changes, etc. as well:
General description:
To me, a Knight ought to be the caring defender, a loyal guardsman or watchman. He doesn't focus much on strength or damage, but rather on vitality and staying alive. Beyond his own health, he cares much about the ones who are around him.... These men and women, he refers to as brothers... are equally important to win a battle and together they form an impenetrable shield wall that can overcome even much more powerful threats.
His primary weakness ought to be slowing effects due to the lack of speed, but also minion attacks (Falcon or Aqua).
Summary:
Right now,, classes have blurred into a meaningless grey. There is no need for tanks, no need for ranged attackers and a fewer and fewer demand for support characters. High defense values diminished the differences between defensive and offensive oriented classes, finally resulting in only a few valid builds per class. There is simply no need for a short-term damage reduction, if defense is already quite high. There is no need for offensive auras either, if the benefit gets crippled by the fact that weapon damage and weapon upgrades which make up more than 66% of the total damage stay unaffected by those auras (unlike pre-AoV).
For the same reason - the weapon being the main source of the class damage - any differences here cause the biggest discussion about inbalances. Although it wouldn't make sense to give all classes the same weapon damage, extreme caution has to be taken.
Beside these more or less class unspecifc issues, the knight also suffers from the fact that most of the skills don't create a unique or situational benefit. That doesn't mean that these skills are bad, just no 'wow!' skills either. Skills that are effected are Concentration or Aura Blade. In addition, I recommend to redefine the Shield Boomerang and other related 'slow / stun / knockdown' skills.
High Priority Fixes:
Before any knight-specific skills are changed, please consider a rebalance of dodge/hit formula, resulting in a minimum hit chance of at least.60%... independantly of level or opposing hit values. The second highest priority ought to be the defense rate. My suggestion - as seen above - is to highly reduce the defense boni of Osiris and to change the formula into something more like this:
Defense Rate = Defense / ( [Defense/75] + [Level/2] )
This isn't a long term solution, but at least it could solve a few issues. First of all, the same defense values would result in a lower defense rate. The 75% cap can't be reached and due to the adjusted level-scale, lower level characters would have higher defense rates. F.e. before this change, a level 25 character would need a defense of 580 to reach 25% defense rate, which is lowered to 470 with this change.
Skill-based Fixes:
Aura Heal: This skill should be more or less exactly like the Beastmaster skill - Survival => healing up to 30% HP and healing 20% for all nearby teammembers. Exact values and radius might be lower.
Optional: It could also restore SP or cause a Restoration effect with a lower trigger chance.
The reason behind It? The Knight ought to be the an inspiring leader that encourages those around him. A good way to represent this is a healing effect. Other than the current implementation however, the damage shouldn't be determined by the physical damage, because the Knight might value VIT more than STR (see description). On contrast, the Beastmaster SHOULD be a self-centric class that might deserve a constant regeneration, similar - or even twice as good at lvl 10 - as the Wizard Water Emblem, representing some sort of Werewolf / Werebear regeneration.
Shield Charge: Should causing the opponent to be knocked down.
Shield Bash: Should causing the opponent to be Slowed or even be Confused
Shield Boomerang: Should hit less enemies, but should cause stun rather than a slowing effect
Boomerang Mastery: Decreased trigger chance to avoid stun locks
The idea behind it: The Shield Boomerang should offer the Knight a second option beside Shield Charge to get into close combat range. The slowing effect is nice, but ineffective against faster enemies. The speed malus would just negate the speed bonus for your enemy. The knight's responsibility also includes to protect inferior teammembers, Most likely, they get in trouble, if they are surrounded by multiple enemies. Therefore the Shield Boomerang can be used to give them the opportunity to rebreath or to retreat. Used offensively, a formation of several knight could create a form of Phalanx, where well-coordinated sequences of Shield Boomerangs can still lock a cluttered group of enemies, maybe even negating the 'no-movement' disadvantage of Grand Cross.
Once the Knight is in close combat range, repetetive Shield Bashes can ensure that the opponent can't run away... or at least, won't be faster than you. A knockdown or stun makes less sense on this skill, because it would only give you 3sec to hit your opponent, before he runs away again.
Shield Fortress: This skill is already great, but it would be cool, if it would grant 100% parry (= 50% damage blocked) instead AND if it could also grant some sort of secondary resistance... most preferrably immunity to knockdown.
Aura Shield / Concentration / Battle Order: I don't like the idea of a third Aura beside Aura Blade and Aura Armor, but the Aura Shield might replace the Concentration as it is now - a short duration skill that can be recasted to achieve a 'permanental' effect. Concentration should replace Battle Order and create a Knight-specific party buff, preferrable Parry and/or Hit. Battle Order could be a targetable short-term damage reduction, similar to the Priest's Angelus or Assumptio.
How to make the Knight unique and balanced:
The Knight should allow for either a main-tank or a combat-oriented support character role. He isn't a top-rank damage dealer, but instead focusses on guiding role. PvE fights with a knight aren't fast, but one of the most 'secure' victories. As a main tank, he rather prefers to create a higher threat than just pure damage, blocking most of the damage in return. If he isn't the main tank, he can't compete with damage dealers, but more like a heavily-armored support character. Thanks to a group healing skill AND other group-protective skills, he might be close to replace a secondary healer as well.
Players will want to play a Knight together with other players of their kind to form a phalanx - an unstoppable moving shieldwall. Damage will be prevented or be healed by nearby commrades, fast opponents locked by throwing shields and Mages by a sudden outburst of speed & damage. The best example would be similar to the famous "all-BM-raid", but with more protective skills as well.
Edited by Greven79, 06 April 2014 - 05:27 PM.