Author Topic: Disquiet (Working Title) - Currently Assumed System Information  (Read 20725 times)

AndrewRogue

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Re: Disquiet (Working Title) - Currently Assumed System Information
« Reply #75 on: July 09, 2012, 06:49:41 AM »
If everyone could weigh in on NEB's question, as well as the question of should Dex Modification only really occur to offensive Dex or should it occur to Dex in general, that would be awesome.

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Re: Disquiet (Working Title) - Currently Assumed System Information
« Reply #76 on: July 11, 2012, 09:33:08 PM »
Regarding name differentiation: ADEX/DEX is fine.  If it has to be shortened to three letters, then ADX/DEX should work

As for DEX modification; Currently of the mind that armor shouldn't affect DEX at all--base DEX mods should only be from accessories.  Weapons, in turn, only affect ADEX.  Keeps it simple enough, and it keeps things from getting a bit too out of hand with trying to balance for number of swings.
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Re: Disquiet (Working Title) - Currently Assumed System Information
« Reply #77 on: July 12, 2012, 02:45:44 AM »
Eh why not just call the defensive version like Parry or something?
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Re: Disquiet (Working Title) - Currently Assumed System Information
« Reply #78 on: July 12, 2012, 04:52:05 PM »
Eh why not just call the defensive version like Parry or something?

From what I understand, the offensive version depends on the defensive version, but the opposite is not true.  So calling it Parry and then having the offensive Dex stat depend on Parry is very unintuitive and makes no sense.

AndrewRogue

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Re: Disquiet (Working Title) - Currently Assumed System Information
« Reply #79 on: July 12, 2012, 07:17:49 PM »
It seems general favor is towards two dex stats (offensive and defensive), with weapons only modding Offensive Dex and only positive mods (via maybe armor and accessories) to Defensive Dex. Could someone confirm this is true or, if nor, mention they favor the other way.

(Personally, I am preferential to one Dex stat for a number of reasons, but I'd just like to confirm the basic opinions)

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Re: Disquiet (Working Title) - Currently Assumed System Information
« Reply #80 on: July 12, 2012, 09:42:38 PM »
My top priorities are:

-That the fundamental dex-vs-dex for calculating swings remains in some way.
-That, IF we decide to have both the offensive and defensive side modifiable by equipment, that we separate the names of the two stats.

I'm pretty much not willing to budge on these stipulations, but there's a lot of ground in between.

After some reflection, I am favouring minimal ability to customise the stat via armour, as it just leads to twinking to match enemy benchmarks. In theory that's okay (and if people want it I'm not outright opposed) but I think this probably rewards forknowledge a bit too much. Still undecided as to whether the weapon choice should determine defensive dex or not. The upside of making weapons modify defensive dex is that this reduces us to a single dex stat which is nicer to keep track of. The downside is that it makes weapon dex mods extremely potent so we need to be more careful with them (this isn't the end of the world naturally). It will also mean that low-dexmod weapons must usually be the choice for raw offence since they will usually be hurting your durability, and some balance needs to be maintained there.

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AndrewRogue

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Re: Disquiet (Working Title) - Currently Assumed System Information
« Reply #81 on: July 12, 2012, 10:07:05 PM »
That's my main argument towards favoring single Dex. It just feels... weirdly unintuitive to have two of them and creates a bit of stat clutter.

Grefter

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Re: Disquiet (Working Title) - Currently Assumed System Information
« Reply #82 on: July 12, 2012, 10:36:02 PM »
Eh why not just call the defensive version like Parry or something?

From what I understand, the offensive version depends on the defensive version, but the opposite is not true.  So calling it Parry and then having the offensive Dex stat depend on Parry is very unintuitive and makes no sense.

Assuming you were outputting two different stats the player wouldn't see any direct correlation between Parry and the "Dex" as the offensive version.  It is just a labeling thing so your stats screen looks less like a medicine cabinet with ADX and DDX or some such nonsense.
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Re: Disquiet (Working Title) - Currently Assumed System Information
« Reply #83 on: July 13, 2012, 06:11:19 PM »
Assuming you were outputting two different stats the player wouldn't see any direct correlation between Parry and the "Dex" as the offensive version.  It is just a labeling thing so your stats screen looks less like a medicine cabinet with ADX and DDX or some such nonsense.

Sure they would.  If they equip an armor that increases (or decreases) Parry, their offensive Dex goes up (or down).  This could be pretty confusing.

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Re: Disquiet (Working Title) - Currently Assumed System Information
« Reply #84 on: July 14, 2012, 12:48:39 AM »
I don't see how that is any better than your Attack Dex being impacted in the same say >_>
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Re: Disquiet (Working Title) - Currently Assumed System Information
« Reply #85 on: July 14, 2012, 05:50:50 AM »
Quote
So it was decided yesterday that armour could influence Dex. This is both realistic and neat mechanically. However, it means that, at this point, players really need to be aware of both offensive Dex and defensive Dex when equipping

When I first suggested this, I was always under the impression we had one Dex stat. So armor effecting the Dex means it just causes that one stat to go up. How much could be debated later but yeah, it was never meant to suggest two different Dex stats. You could always adjust the bonus up or down (probably down?) depending on how much you actually want armor to have an impact on that stat.

ie: This is akin to how in WA4, Arnaud/Raq got big boosts in evade via their armors (straight up boost to EVA). You instead just raise Dex an X amount.
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AndrewRogue

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Re: Disquiet (Working Title) - Currently Assumed System Information
« Reply #86 on: July 16, 2012, 04:03:22 PM »
After last night's meeting, we have opted to go ahead and use a singular Dex stat, primarily modified by weapons.

As such, we will need to be particularly careful in making sure heavy weapons are respectable offensive threats.

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Re: Disquiet (Working Title) - Currently Assumed System Information
« Reply #87 on: August 13, 2012, 03:05:19 PM »
Discussed revival at the meeting.

Upon revival, a character will be restored with 15 Focus and 50% CT.

AndrewRogue

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Re: Disquiet (Working Title) - Currently Assumed System Information
« Reply #88 on: August 28, 2012, 01:34:47 AM »
Not sure where to update this, actually, so putting it here until I'm sure about something. Notes from last meeting.

-Poison/Bleed to be merged, remain distinct from Burn
-Status rates should generally be ~60-80%
-Stat +/-'s override each other
-5% variance is standard
-Sleep = Temp disable/Go away on damage

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Re: Disquiet (Working Title) - Currently Assumed System Information
« Reply #89 on: June 23, 2014, 09:44:29 PM »
I think Andrew can testify that I need to put dick in factors more than 20 periods to be pleased.

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Re: Disquiet (Working Title) - Currently Assumed System Information
« Reply #90 on: June 23, 2014, 10:07:01 PM »
Jesus christ I even deleted that line once already.
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