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Game Mechanics Agility Falloff To Prevent One-tap

Discussion in 'General Suggestions' started by EpsilonDown, May 25, 2021.

?

Agility should have falloff

  1. Yes

    38 vote(s)
    84.4%
  2. No

    7 vote(s)
    15.6%
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  1. EpsilonDown

    EpsilonDown Vibing to TNA theme HERO

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    Many people (including me) are reluctant of builds that only use agility with no defense. Because it only increases chance to evade, and air builds generally have lower health, you're most likely to get one-tapped by bosses purely depending on RNG.

    Especially with raids where even minions hit hard like 10k health at once, almost no one wants to play EWA/ETA/TWA nowadays.

    So I suggest agility falloffs. It's simple, the damage reduction and percentage acts like a curve. But not actual curve, since it'd be hard to calculate, and ruins concept of high risk agility.

    For example:
    68 agility
    Former: 50% chance to reduce 100% of damage
    With falloffs,
    25% reduction: 70% chance
    50% reduction: 50%
    100% reduction: 40%
    (The rolls are independent. So in reality, it's 20%-10%-40%)
    Average: 50% reduction

    147(max) agility
    Former: 80% chance to reduce 100% of damage
    With falloffs,
    25% reduction: 100%
    50% reduction: 90%
    100% reduction: 70%
    Average: 80% reduction.

    I'm not sure about exact percentage & calculation, hopefully GMs can make it better.

    Agility damage reduction works just like defense. When agility and defense both activates, whatever is the highest will take effect. So a bit of ehp nerf for FA builds, but they were too dominant anyways.
     
    Last edited: May 25, 2021
  2. Potatomancer

    Potatomancer Budget Wither

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    Agree. This would make air builds better and hypertank builds slightly worse because tanking everything is actually kinda boring.
     
  3. EvanOrizam

    EvanOrizam Just your average Fruman supersoldier. VIP+

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    Seems like a great change. I would like this to be implemented into Wynn
     
  4. JaydonTheWarrior

    JaydonTheWarrior Nerf tanks, buff warrior. HERO

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    I don't exactly understand the suggestion, like at all. I'm trying to figure it out, but I really can't.
    ________________________________
    Heres an example.
    What damage reduction?
    If you have just agility, then you don't have damage reduction beyond your class, war scream and maybe tomes, so what are you talking about?
    ________________________________
    What are those precents?
    You're putting out numbers but you aren't explaining what the numbers mean.
    At best, I know there supposed to be reductions, but what are they? Is one of them dodge chance? Which one then?
     
    Last edited: May 25, 2021
    Maracs likes this.
  5. Lehoos

    Lehoos Formerly RyanLeo11

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    Sounds like a pretty fine idea.
     
  6. Sir_Doomed

    Sir_Doomed Can't think of anything to put here

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    Basically, instead of agility having a fixed chance to ignore damage; say, 80% chance to dodge, there are 3 defence tiers. Each one has a different chance of triggering, and provides a different level of damage reduction.

    So, for 68 agility (50% dodge chance), the first tier has a 70% chance of triggering when you take damage, and reduces the damage by 25%. The second tier has a 50% chance of triggering, and reduces damage by 50%, and the final tier only has a 40% chance of triggering, but completely negates damage. The tiers are rolled independently, so multiple can trigger, but if this happens the highest triggered tier takes precedence.

    This system basically makes agility more reliable, so you don't get insta-killed if you have bad RNG.

    Its a good idea that should make certain builds more viable at endgame.
     
    starx280 likes this.
  7. Toaster

    Toaster He/Him CHAMPION

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    Cool change, less rng goodt

    now just tweak ls to not be rng and we're good :like:
     
  8. ezraball100

    ezraball100 Newbie Adventurer

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    It seems as though carries with abilities based on percentages rather than finite numerical values carry in to the late game far better. While this statement is obvious, this brings up another question: do agility carries make it impossible for intelligence and strength carries to be successful due to high armor (a attribute of agility and a percentage based value)?
     
  9. EpsilonDown

    EpsilonDown Vibing to TNA theme HERO

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    Bump bump bump
     
  10. Saya

    Saya you win at uwynn HERO

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    You're ignoring the elephant in the room, the ridiculousness that an 80% cap is for both defensive skillpoints.
    There's a reason games with dodge chance limit it to the single digits, and why it's being phased out more and more. It's just not healthy.

    Your changes would make it even more ridiculous. Giving a flat 25% reduction with 100% chance at cap would make the already problematic xFA meta even more of an issue, not to mention the chances for further reductions. Sure, you can say it's effectively the same as now, but you're getting a more consistent chance at a lesser reduction- which is way better for the sustain front.



    The reason why content is trending towards an attempted oneshot and damage spam fest is because the game is fundamentally flawed. Players have ridiculous amounts of bulk and sustain that are impossible to balance around healthily. The suggestion looks good on the surface, but it just shows how normalized the game's issues have become.




    A more reasonable agi rework that's in line with a reasonable life/mana steal rework to be time-based would be to have it be a guaranteed dodge every <insert amount of time here>.
     
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