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Zyphre

Change most Skill Sphere stats to multipliers, not static numbers

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Change most Skill Sphere stats to multipliers, not static numbers <-- tl;dr

A mix of both would be nice actually.


Essentially rather than just having  a small sphere with 

+100 Defense power (strongest when you're first able to get it, but gets weaker from that point forward)

add scalable ones

1.20x or +20% Total defense power (weakest when you first get it, stronger as you gain defense power on gear)


For people that hate simple math:


100 DP from items + 100 DP from sphere = 200  <-- way better (66% greater)

100 DP from items + 20% DP from sphere = 120


1000 DP from items + 100 DP  from sphere = 1100  

1000 DP from items + 20% DP from sphere = 1200  <--  better (9% greater)


1500 DP from items + 100 DP from sphere = 1600  

1500 DP from items + 20% DP from sphere = 1800  <--  even better (12.5% greater) and will continually get better the more stats you have.



This is not solely for purposes of min-maxing, but should open up avenues to get a mix of spheres rather than stacking the same optimal one 3 times.  






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I think the reasoning behind the way it is now is because you can equip better spheres as you level up.  So, low level spheres aren't supposed to get better as you level up, you're supposed to buy better spheres for your higher level characters. If upgrades were incremental percentages, they'd likely be OP at higher levels.  You get better spheres every five levels, which you only buy once for all your characters.  As they develop the game more, we'll likely see the level cap rise, as well, so we'll see further upgrades when the level cap is raised.

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*If the level cap is raised 


I do understand the intent, it's just a bit of oversight that there isn't any progression past the static max you get available. The issue is there is no scalability in existence past the point you acquire your sphere.

They are available to you at 25, but there's 25+,25++ and Incursion modes that require exponentially more stats. We are currently at 2 levels of difficulty, there is one level of said spheres. Adding some with multipliers like I illustrated is an easy and pragmatic solution with the new item power system they've been discussing.

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@Zyphre quote:

I do understand the intent, it's just a bit of oversight that there isn't any progression past the static max you get available. The issue is there is no scalability in existence past the point you acquire your sphere.

They are available to you at 25, but there's 25+,25++ and Incursion modes that require exponentially more stats. We are currently at 2 levels of difficulty, there is one level of said spheres. Adding some with multipliers like I illustrated is an easy and pragmatic solution with the new item power system they've been discussing.

Good points. This is why I proposed making Spheres lootable objects - they will scale with difficulty and in general add more (random) variety than current fixed values.

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It would be nice to have +% sphere on sphere available only at max level for an extremely expensive price. 

That would give more usefulness to the money (I'm drowning in gold for now), give more way than farming legs to get power once max level and the sphere would continue to be significant on player with maxed gear.

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Another problem with the percentage based model is that it offers too great an advantage when you stack effects.  So that 20% sphere could potentially be a 60% upgrade, making all of your equipment grant exponentially more benefits as you get into the higher levels.  That's kind of backwards to how leveling should work in a game like this.  You notice the changes more earlier on to ease players into how the stats effect their game play and then the effects become gradually less noticeable as players figure out where they need to specialize.  Using gradated percentages reverses that so the greater changes come later in the game, making things slow and frustrating early on.  It kind of sucks to be just starting out and the sphere system offers you one sphere for a paltry 2-5% bonus on your already low stats, vs a flat number that may boost your stats 10-20% early on, but upgrades to scale with the player.


It also makes balancing much harder when you have severe boosts to particular stats thrown into the mix in the late game.  

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@Isukun quote:

Another problem with the percentage based model is that it offers too great an advantage when you stack effects.  So that 20% sphere could potentially be a 60% upgrade, making all of your equipment grant exponentially more benefits as you get into the higher levels.  That's kind of backwards to how leveling should work in a game like this.  You notice the changes more earlier on to ease players into how the stats effect their game play and then the effects become gradually less noticeable as players figure out where they need to specialize.  Using gradated percentages reverses that so the greater changes come later in the game, making things slow and frustrating early on.  It kind of sucks to be just starting out and the sphere system offers you one sphere for a paltry 2-5% bonus on your already low stats, vs a flat number that may boost your stats 10-20% early on, but upgrades to scale with the player.


It also makes balancing much harder when you have severe boosts to particular stats thrown into the mix in the late game.  

Could easily make these spheres unique types and use the exact same scaling schema as they will be implementing for item power. Then it will scale on the exact same curve as their item power algorithm without any exponential deviations. 

I honestly think they wouldn't have that kind of problematic oversight after the fun with megaboots haha

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