With the Battle Tactics change somehow feels like waiting to eternity, here I have a suggestion on the change.
Structure:
Before we touch the core structure, I would like to let the Battle Tactics Skill Multiplier remain at the same value, i.e. 0.2% for Level 1, and 0.4% for Level 2.
Okay, let's start:
With this suggested change, Battle Tactics will now make use of both AGI and INT.
So how is the AGI and INT related in Battle Tactics?
Well, we will look into the core structure and formula now.
Core Structure of Battle Tactics:
Battle Tactics Effect = Battle Tactics Multiplier * Battle Tactics Index
Battle Tactics Index = (0.5 * AGI * INT)/(AGI + INT)
Battle Tactics Multiplier = 0.2% for Level 1, 0.4% for Level 2.
Critical Damage with Battle Tactics = 200% + Battle Tactics Effect
With such change, how we would make the best from Battle Tactics?
The core formula is the Battle Tactics Index. With this formula, the key to succeed in Battle Tactics is a balance between AGI and INT.
I will show some calculation here:
Let's say Raw Equipment, Acessories, Title, and Seed Rune give a player 1000 AGI and 500 INT by default, and he is on a Level 2 Battle Tactics.
Case 1:
In this case, he is going to add another 3500 INT all the way up with Bind Runes, Honing, Cards and Bonus Stats Points from default.
Now, AGI = 1000, INT = 4000.
Battle Tactics Index = (0.5 * 1000 * 4000)/(1000 + 4000) = 400
Battle Tactics Effect = 0.4% * 400 = 160%
Critical Damage = 200% + 160% = 360%
Case 2:
In this case with the new Battle Tactics change, he is now trying to max AGI and see how is the effect going, by adding another 3500 AGI from default.
Now, AGI = 4500, INT = 500.
Battle Tactics Index = (0.5 * 4500 * 500)/(4500 + 500) = 225
Battle Tactics Effect = 0.4% * 225 = 90%
Critical Damage = 200% + 90% = 290%
Case 3:
Well, he is not that satisfy with previous results. So now he is trying a balance approach between AGI and INT, by adding 1500 AGI and 2000 INT from default.
Now, AGI = 2500, INT = 2500.
Battle Tactics Index = (0.5 * 2500 * 2500)/(2500 + 2500) = 625
Battle Tactics Effect = 0.4% * 625 = 250%
Critical Damage = 200% + 250% = 450%
** Yeah, finally he got "The Result".
Case 4:
Instead of maxing Critical Damage, he is now thinking to improve his Critical Rate by invest more on AGI than INT, by adding 2000 AGI and 1500 INT from default.
Now, AGI = 3000, INT = 2000.
Battle Tactics Index = (0.5 * 3000 * 2000)/(3000 + 2000) = 600
Battle Tactics Effect = 0.4% * 600 = 240%
Critical Damage = 200% + 240% = 440%
** In this way, by increasing 500 AGI and decreasing 500 INT compared to Case 3, he have improved Critical, Hit, and Dodge by a slightly sacrifice of Critical Damage. This could be another good build.
Graph of Battle Tactics Index:
x = AGI, y = INT, z = Battle Tactics Index.
* From the graph, you could see by pushing a single stat (either AGI or INT) all the way just don't work well. You would need a balance between AGI and INT to get the best from Battle Tactics.
So The Key is now a Balance between AGI and INT.
Final Words:
Well, Battle Tactics is now more tricky with the change, you would have to adjust it with a balance between AGI and INT, or slightly more on AGI than INT. I believe this is better than the Current Battle Tactics System which is just mindlessly push pure INT all the way up. With the change and AGI involved, you will have the benefits of increasing Critical, Hit, and Dodge as well.
And for the Critical Damage with Battle Tactics, I wish majority of player will satisfy with the Damage Output, not too low and not too high like the Current Battle Tactics which can deal a Critical Damage of 1000% with 2000 INT or 1800% with 4000 INT.
Thank you.
Edited by Saturn33, 22 September 2015 - 12:14 AM.