Discussion:
Make Berserk a Passive buff like Battle Orders (not yet a Trello card)
Your Feedback:
Battle Tactics aside, Warriors still have the +3 ATK per STR benefit and the highest weapon damage. The Knight's 10% damage reduction is therefore more a compensation. And the Warrior still has the unique Defender skill. Let's assume Defender wouldn't increase dodge & parry, but grant a 10% damage reduction. This would then grant a benefit directly comparable to the Knight's shield. But the Warrior would still have a higher ATK and weapon damage.
So the inbalances are generated through other aspects:
- offhand seeds // seeds in general
- overly high stats & percentages making Defender kind of useless
- bad formulas
But there's also another aspect that makes Berserk quite irrelevant: Weapon damage isn't part of the attack power anymore. That's why I'd like to add:
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Topic Title
[General] All ATK increasing skills should either increase the physical // magical skill effect or the damage total directly.
All value-increasing skills should rather raise the corresponding rate // percentage.
Problem:
Weapon damage isn't part of the ATK anymore, but some classes still receive huge MATK bonuses.
That means that ATK-altering skills are lost their effectiveness for most classes and some classes suffer more from that nerf than others.
Steps to Reproduce:
Obvious
Suggestion:
All ATK-altering effects should modify the physical or magical skill effect directly. That will remove the inbalances between classes and would make these skills more interesting again.To keep the new offensive bonuses in check with the defensive ones, the latter should modify the resulting percentual rates, not the values.
Or even better:
All damage-alterating percentages (both positive & negative) should alter the total damage instead and do so in a multiplicative way.
Multiplicative means, they are not summed up first and applied in total, but each modifier one by one.
I.e.
30% ATK boost via Berserk => 30% higher damage total.
10% lower ATK via Defender => 10% lower damage total.
Applying a 30% damage boost from Berserk, 10 CLS runes à 3%, a 10% damage reduction from the Knight's shield and a 40% damage reduction from another skill
= 1.3 * 0.97 * 0.97 * ... * 0.97 * 0.9 * 0.6
= 1.3 * (0.9710 * 0.9 * 0.6)
= 1.3 * (0.398...)
= 0.5177
= 51.77% of the original damage taken.(i.e. a 48.23% damage reduction)
Since this would alter the effectiveness of certain benefits, better equalize them (f.e. CLS 5% => 3%, power greenseeds 40% => 20~25%). In that regard, it would be helpful to visualize the resulting total as two additional percentages shown in the character menu (similar to the current PvP damage increase // PvP damage reduction entries), simply applying (multiplying) all damage-increasing modifiers for the first value and all damage-decreasing modifiers for the second value.
Edit:
If you want to separate damage-increasing effects from healing-increasing effects, you would need 3 or 4 different entries of course.
Videos/Screenshots:
TBD
Edited by Greven79, 19 January 2016 - 10:00 AM.