#Agility feels too random and weaker in relation to Defence

1 messages · Page 1 of 1 (latest)

bright flame
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In my eyes, the current current agility dodge system is flawed and leads to many people having misgivings about high agility low defence builds.

As of right now I'm using a build with around 140 Agility (~75% dodge chance) and 0 defence, resulting in the following ehp calculations:

  • Effective HP: 31923
  • Effective HP (no agi): 10565

If i were to instead use a build with 140 defence (~68% damage reduction) 0 agility i would get the following ehp calculations:

  • Effective HP: 32782
  • Effective HP (no agi): 32782

While both of these cases have similar ehp values, it is safe to assume most people would rather use the latter build.

Why?
In this case, due to the randomness associated with agility dodges, a 75% chance to dodge instead feels like a % chance to get hit twice in a row (or more) with only 10k ehp.

In an example where you take 4 hits (same damage), the odds that 2 or more of them don't get dodged in a row is around 13.3% (this would increase for longer hit "chains", which is usually what happens in game during, for example, a lootrun challenge or a raid challenge room). Unfortunately, taking quick successive hits at 10k ehp is usually a death sentence to most archetypes.

Meanwhile, with a defence heavy approach those 4 hits would always result in taking equally damaging hits for a total equivalent damage of 1.28 hits at 10k ehp. This results in a much better survival chance since each hit will be relatively weaker and the burst damage window will be much greater, allowing for more time to react appropriately by either escaping from danger or healing.

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My proposal
The only other game similar to wynncraft that i have any experience with would be Path of Exile (an ARPG) which has similar defensive mechanics with amour (defence, outside the scope of this post) and evasion (agility).

The evasion system works in a very intuitive/interesting manner, it still works based off of a % chance of dodging a hit but instead utilizes an entropy based calculation system for whether a hit gets dodged or not, resulting in a much more deterministic approach to dodging.

You can read more about it on the game's wiki but the basics of the system would work as following:

  • When first attacked (or if the last attack was a while ago) a random entropy value is rolled between 0-99.
  • To calculate whether an attack hits or not, add (100 - dodge chance) to your entropy value.
  • If the resulting entropy value exceeds 100, subtract 100 from the value and the attack registers as a hit, otherwise it is dodged.

Here's an example using 70% dodge chance:

The player is attacked, their starting entropy counter is randomly assigned between 0-99, in this case 83.

  • The first hit adds 30 to the counter, raising it to 100 or greater, and therefore doesn't get dodged. 100 is subtracted and the entropy is now at 13.
  • The second hit adds another 30 to the counter, for a total of 43 (dodged).
  • Third hit adds 30, entropy of 73 (dodged).
  • Fourth hit adds 30, entropy of 103, doesn't get dodged and entropy is now at 3.
  • The 5th, 6th, and 7th hit would be a dodge
  • The 8th hit doesn't get dodged
    The player runs away for some time (say for example like 1 or 2 seconds) without getting hit, so a new starting entropy counter will be rolled on the next attack. (ensuring the first attack in a chain is always random and not a guaranteed dodge from being hit by the previous attack that happened long ago).
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Pros and Cons

+ What results from this is that having 75% dodge chance, which basically means 1 in 4 chance to get hit, will result in you always getting hit exactly once out of every 4 attacks.

+ Removes/heavily diminishes the feeling of randomness associated with high agility playstyles, making survivability more dependent on player input and less so on a slot machine gambling system.

+ Brings Agility closely in line with Defence in terms of consistent defensive power, for example in our first 4 hit example you would always be receiving 1.30 hits at 10k ehp in comparison with Defence's 1.28 hits.

+ Somewhat maintains the High-Risk High-Reward playstyle of heavy agility investment playstyles, while also making it more deterministic

+ what @sky said here #1283389962624176179 message

- Only way I see this being implemented is if max dodge chance is reduced to bellow 75%, in which case we would be gaining less ehp from agility but that ehp would certainly feel more "real" than the current version

- dev time 😭

PS: I will eventually post this on the forums when i have the time

calm gale
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I would agree if there was a like emoji to click

bright flame
calm gale
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yay

unique imp
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i always was annoyed by agility. unless you already have a metric ass load of EHP, you have to play the game as if you have 0 agility because agi not proccing on a low HP build easily spells death. it's so frustrating. hope this thread does well

untold marten
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This seems very much like just a flat reduction in hits taken, not a dodge system.
Yoy would always be taking 1/4th of the hits consistently, which I don't think works well.
Maybe a similar system but instead of just a flat "100 - 70 dodge chance" make it "160-80 roll - 70 dodge chance" which would add more randomness to it.

Also, the reason Agility is the way it is is because defence is the stronger defensive option, while agility allows for higher damage and higher mobility. It has its role in the game.
I agree it could be a lot better, since the idea is to play high damage with risky sustain but if you really want ehp you build defence

Also consider how this would pair when you add defence to it. It would pretty much negate damage unless you made dodged attacks do 50% of their intended damage (bypassing defence) instead of the current 90%

(That would actually make for some very interesting playstyles since hypertank would be more complex than just 150 def/agi. Agi would be compromising the def)

bright flame
# untold marten This seems very much like just a flat reduction in hits taken, not a dodge syste...
  1. Well, yeah, that's what dodging is, it allows you to not receive certain hits, this system just reduces the randomness (it's still there, the first hit in a chain is completely random and will determine how the following hits will behave in a way you cant fully predict) adding even more randomness into it kinda defeats the point of this system, keep in mind you cannot really control whether the dodge is going to trigger on a heavier hit or a weaker one, while playing you will be receiving various hits, some really weak and some really strong, this system might make you "waste" your dodges on weaker ones just to be hit by one of the big ones.
    Also your proposed values are incredibly unfair (and just a straight up nerf to how agility works by around -20% dodge chance)?? i dont know if you're missing some kind of scaling factor but that just makes any build with less than 60% dodge chance liable to getting hit 3 or more times in a row (kinda defeats the point of this proposal...)

  2. read the first negative point in the Pros and Cons part

also "if you really want ehp you build defence"... wow ok thats certainly a take

  1. it would be the exact same it is right now? when you dont dodge you rely on defence, nothing would change... Also the current 10% damage for dodged hits is totally fine? Also this would just make investing into agility wildly unviable if you have more than like 50sp in defense? I dont think there should be any counter synergy within the skill point system... also this makes any FA item completely ass...
exotic kayak
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what about warrior counter?

bright flame
# exotic kayak what about warrior counter?

I mean unlike agility you don't really rely on counter procs for survivability (taking 10% damage or 0% seems kinda negligible in most use cases) so in my eyes there is no need to adapt this system for counter, keep that as being a completely random dice roll

exotic kayak
north inlet
bright flame
gritty quiver
exotic kayak
bright flame
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I still don't see how this affects counter in any way 😭 on average you're dodging the same ammount of hits with this system and the currently implemented one... This is no way changes the ehp gain from counter or alter it's average dps...

glass escarp
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good idea unfortunately air item dps 😁

bright shale
bright flame
# glass escarp good idea unfortunately air item dps 😁

yeah air items being hilariously strong doesnt quite help, but there's always the option of nerfing the %dodge scaling from sp down to like 65-70% at 150sp. This would atleast prevent people from being randomly smited by god himself and taking 3 hits in a row with high agi

bright shale
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I use divzer to cancel out all possible agi

bright flame
untold marten
# north inlet Okay but why do you want that much randomness who notices agi procs most of the ...

Because unless the skill was turned into a simple "you only take 30% of hits" its too consistent
That's exactly what this post is asking for.
After your initial "random roll" you have a flat increase every time, meaning you can accurately predict exactly what hits you will be taking.
Another layer of randomness would fix that but again, at that point you have agi as is.

Basically, I read this post as a request for agi to be a static "you take [dodge chance] hits out of 100" which would be far too broken

bright flame
# untold marten Because unless the skill was turned into a simple "you only take 30% of hits" it...

Well I'm asking for it to be more consistent... being unlucky and getting hit 3 times in a row with 140agi doesnt really make me feel like i died from a missplay

Its only 100% predictable if you have values like 50% or 75% dodge, for all other values it behaves relatively randomly, sometimes you dodge 3 in a row, sometimes you dodge 2 in a row, you wouldnt really be able to tell, just look at my example, hits 2 and 3 were dodged, then hits 5, 6 and 7 were dodged...

That's basically how it behaves when you average it out... this just makes it more usable for builds with less than like 12k ehp (no agi)

sturdy wadi
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i like the idea of it being more consistent and having the entropy value reset after not being hit for a while, lets you go in with a knowledge you can take some hits and then back out and wait for it to reset

glass escarp
shy summit
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gamblers will dislike this idea 🤑 🤑 🎰 🎰 🃏

bright flame
bright shale
gilded path
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While I do this suggestion would make agility better, I still think agility would be way too random to pick over defense.

gilded path
bright flame
bright shale
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8k non agi ehp 40k agi ehp
9k dmg rngs dying randomly
40k def ehp
9k dmg can tank 4x

gilded path
bright flame
gilded path
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With enough agility

bright shale
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or other heavy agi weapons

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stratiformis even

bright flame
gilded path
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Ah, I see

bright flame
gilded path
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Damn that’s a really good suggestion

bright shale
gilded path
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I always wanted agility to be about increasing your base speed and/or stamina, but this works a lot better with the current game.

bright flame
gilded path
bright shale
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still dies to half the tna random projectiles on bad rng

bright flame
bright shale
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you start to get a good feel of what agi rng is when you war really hard hqs
bad agi rng = death no matter what

bright flame
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Which this change would mitigate like

gilded path
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Do you think defense would still outclass agility even though it’s theoretically the same ehp?

bright flame
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Yes

bright shale
bright flame
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Agi items are very strong

bright shale
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trance builds are like -30ws

gilded path
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But as a stat more so

bright shale
bright flame
bright shale
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only builds that can afford to not run high walkspeed are divzer and trance

gilded path
bright flame
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Delirium saltroll

bright shale
primal rock
bright flame
bright shale
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tower does displayed damage and can randomly crit
these are the stats of a hard hq
108-160k dmg 4.7 times a second
random crits are 2x dmg
a high roll crit would do effectively 320k dmg
thats enough to oneshot all guard builds (maybe through mantle too) if no agi proc

primal rock
bright flame
bright shale
gilded path
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Because even with agility there’s a chance you’ll die anyway

bright shale
gilded path
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Gotcha

bright shale
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i lied its not easily healed but it is doable

primal rock
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Anyway slightly off-topic but I would argue that same amount of Agi and Def should give more EHP in favor of Agi

bright shale
bright shale
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same as saying you can do tcc as statue guardian melee

primal rock
bright flame
bright shale
bronze jacinth
bright shale
bright shale
simple current
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they are still equal, the only thing is that with agility you have the risk of taking more damage at specific points, but over time they are equal like

bright flame
bright shale
bronze jacinth
bright shale
bright flame
bright shale
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150 def vs 150 agi on another class
idk that doesnt seem equal

tender hedge
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First off, while I agree with the concept here, allow me to elaborate a bit.
Clarification from back when stat points were changed 3-5? years ago. The main reason CT gave back then was: "making a def/agi hybrid is giving too much sustain and we need to differentiate between what 'def' is and what 'agi' is." That's a very summarized version but I think it gets the point across.

finite cave
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pre 2.0 agi is just busted

tender hedge
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Well, not exactly

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Def and Agi were very similar back then, but taking 50 def and 50 agi gave more ehp than taking 100 def or 100 agi, was the problem

bright flame
tender hedge
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Don't get me wrong. I'm not against the idea. I'm just saying that they had reasons for making it into what it is now and if you want to change it, you have to find a way that also works alongside those reasons. If the idea you've already proposed works for that, great. If it doesn't, you're going to have a tough time getting the idea passed.

teal helm
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Poe is really nice about it

bright flame
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80% evasion builds straight up evaporating in the presence of precision aura rare mob

sour topaz
shy summit
glass pond
tidal portal
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Agree with this post 100%, and I would argue it’s been particularly exacerbated by the design structure of current raids (can’t speak to other content).

It feels like most raids focus on a few hard-hitting but telegraphed attacks (e.g greg swipes, roar, tna worms, tcc meteors, lazers). This is the perfect scenario for a defense meta because if you fail to maneuver, you’ll consistently survive and can just heal up in the time between the next attack. Compare this to agi where you have to gamble on survival each time. Agi only shines with many smaller attacks, where the law of large numbers has a chance to apply within the context of a single raid. It seems misguided to suggest that they’ll always be equivalent in the long run because of this structure.

bright flame
sour topaz
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epic

hoary coral
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Agility's inherent risk is counteracted by having significantly stronger items than def. Positive walk speed instead of negative, positive damage instead of negative, higher base damage, ...
Meanwhile def shines with higher reliability and health sustain

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I am not opposed to this change though, just wanted to point that out. If agi gets changed to not be as risky it might have to come with according nerfs.

untold marten
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I don't think anyone is actually opposed, but yes it would change the balance of the game significantly

hoary coral
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It could also be abused in other ways: Getting exactly 75% dodge chance, intentionally getting hit on 3 hits, then dodging everything so you're able to tank a big hit

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Sounds impractical but in some scenarios (annihilation specifically) it could definitely be a viable strategy

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Since Anni hits slowly and predictable, and you can get small hits by walking back towards minions

untold marten
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Me when wynntils makes a "dodged bar" that shows you how many hits you can take

bright flame
bright flame
untold marten
hoary coral
bright flame
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also any information it gets is gone after 1 or 2 seconds of not being hit...

untold marten
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And in situations like orphions roar?

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Taking 1/4th of the hits would be fine for even low hp builds

bright flame
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all this system does is prevent unlucky streaks of many undodged hits and lucky streaks of many dodged hits (no more 10 dodges in a row lol)

hoary coral
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Or would it be partly fixed partly random?

bright flame
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until it happens once, then you could predict

hoary coral
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I like the idea of making agi more reliable but I just don't think it can be executed well

hoary coral
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(or without nerfs agi would just be the better def)

sour topaz
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ingo u dont have agi's formula by any change?

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like what sp-->dodge chance

bright flame
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wiki has it

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just search for agility

hoary coral
bright flame
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it will then add 100-dodge chance to this value every time you get hit

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when it goes over 100 it counts as a hit and you subtract 100

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the way this works is that the first hit is completely random (if you have 63.5% dodge chance your first hit will have a 63.5% dodge chance

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and in average, if your agility gives you like a chance of being hit 1 in every 2.74 hits, it means that you will only be hit once for every 2.74 consecutive hits you take (sometimes you will dodge 1 and then get hit, sometimes you will dodge 2 and then get hit)

sour topaz
bright flame
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This system will thus still average out to the intended dodge chance while avoiding lucky or unlucky streaks of too many consecutive dodges/hits

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you dont even have to explain this system when implementing, you can just showcase the %dodge chance and just say you added a protection against lucky/unlucky streaks

hoary coral
sour topaz
bright flame
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Wynncraft Wiki

Skill Points are a system in Wynncraft which represent the player's physical and mental skills. Allocating skill points into the five available skills grants the player various combat bonuses. To access your skill points, click your compass on your hotbar in-game (you can also access other various features through your compass).

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i think you went to fandom wiki lol

sour topaz
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i did not

bright flame
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in what way is this outdated then??

sour topaz
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the formula isnt accurate?

bright flame
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ok but like im pretty sure the error is like +-0.1% to the values showed in game

sour topaz
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80.8 vs 76.8

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4% diff is pretty big

bright flame
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you are not looking at the Agility tab...

sour topaz
bright flame
sour topaz
bright flame
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oh the formula itself

sour topaz
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🤦

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if i wanted values i could just use wb lol

bright flame
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its probably just multiplied by like 0.9 or something

bright flame
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you'll get like +-0.1% error

sour topaz
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thats what im thinking

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ill do that for now while i wait for a wb dev to share the formula

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i mean honestly that might be how the game calculates it

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uses the same formula as it does for str/dex and then just reduces every value by a constant (like 0.951) so that it scales to a lower max

bright flame
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this would be so hard to purposely utilize to gain any advantage (good luck controlling when mob AI decides to attack you lol)

untold marten
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Copied from another conversation about this:
You can either have a 70% damage reduction to every hit at 150, or you can have only every 4th hit land.
Considering that not all hits are equal you could take pretty much 0 damage.

Not to mention that someone would have a tracker for that up in 0.2 seconds allowing players to tank hits they know they'll dodge.

It's literally why Forseen Swordsman is such a stupid gambit. You are only allowed a certain amount of hits before invulnerablity kicks in.
It's less noticeable but imagine if one of the gambits was "the boss only takes 1/4th of your hits"

More reliable is great, but this particular suggestion isn't. Maybe have an agi pity system where if you get hit once you "stumble" and are less likely to get hit again, but having a flat out "if you get hit once you won't get hit again for 3 more hits" is too op imo

What I described is a pity system yes. What OP is describing is a flat counter.

Main difference:

  • Pity system builds up to a guarantee.
    Vs. This gives a guarantee.
  • With a pity system you can still get hit 5 times in a row no matter your agi, you just need to be really unlucky
    Vs. With this you literally cannot be hit 5 times in a row if your agi is high enough
bright flame
# untold marten Copied from another conversation about this: You can either have a 70% damage re...

This change, if implemented, should probably include a nerf to the dodge chance scaling, something like 70% at 150 agi (any value above 75% would straight up be too strong otherwise)

  1. "you could pretty much take 0 damage" I mean yeah, if you get lucky and every big hit somehow places itself within your guaranteed dodges, and you're taking enough simultaneous small damage hits alongside it that perfectly reset your dodges... at that point the stars themselves are aligning for you and its not much different to say that exact same thing about the current agility system... just get lucky and coinflip the big hits!...

  2. only hit you would be able to prevent with 100% certainty would be the first one or two after getting hit, and any information you acquire will just become useless after 1 second of not getting hit when the entropy counter gets rerolled. Keeping any kind of tracker seems wildly unusable, if you knew in-game that at some random point in time the next hit you take (within a 1 second time window) would be dodged, could you really react and plan accordingly? what if the big hit you are planning to take doesnt get dodged because your dodge got wasted on a random hit from some random trash mob? once more just feels like the stars would have to aligning for you...

  3. Nah fuck that, this take is so dogshit I ain't even gonna bother...

  4. If you really want to make this slightly more random you could honestly just change the "100 - dodge chance" part into "120 to 80 - dodge chance" or something

  5. a pity system would result in just a straight up buff to the overall ehp bonus of agility (since it does nothing to affect lucky streaks of numerous dodges in a row) and would thus still have to be implemented with a nerf to the dodge chance scaling

teal helm
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All that can be balanced by making the timer on entropy lower, and is completely beside the point of not being instagobbed by 2 hits in a row

sour topaz
bright flame
sour topaz
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the biggest difference (which has VERY miniscule impact) is that instead of the super long polynomial that the wiki uses, wb (and i assume the game) use:

#

x is the # of sp

bright flame
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wait thats the original formula??? holy shit wtf did the wiki do... some interpolation algorithm??

sour topaz
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i guess? 😭

bright flame
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way too much fucking work just be off by like 0.1% on most values 😭

bold jolt
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Air items would need massive retuning if this were implemented

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Mobility and high DPS are perks of Agility

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see: Olympic vs Absolution

flat loom
bright flame
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I do not believe this would change enough about the game to warrant a big change to air items, at most just the big offenders (dark shroud, conduit)

north inlet
bright flame
bold jolt
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Air builds are already far more popular than Fire builds

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There is a reason (multiple, actually)

bright flame
bright flame
cerulean sigil
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they nerfed it for some reason tho

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also no entropy bad ... the whole identity of a dodge is the rng

bright flame
cerulean sigil
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if you want consistency theres litterally a mechanic for that xD

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and its not agi

cerulean sigil
bold jolt
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Making agi as good as def in terms of actual survivability will just further widen the gap between air and fire builds

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Again, air already gets higher damage and mobility than fire

bright flame
bold jolt
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All right, let's take this piecemeal. Is this going to be an overall buff or nerf to agility?

bright flame
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I don't know! It's a rework for a reason, only time would tell and thankfully this system provides far more avenues for buffing/nerfing besides just changing the dodge scaling

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I already stated that only way this gets implemented without being too strong is if the max dodge gets reduced to somewhere below 75%

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Lemme just add that to the main post

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OK I changed the pros and cons part

solemn burrow
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agi was never supposed to be as good as def

bright flame
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Oh yeah I should probably fix the title too huh

bright flame
hollow hull
bright flame
shy summit
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hoaly fuck that's a massive amount of upvotes, well done on the suggestion 👍

bright flame
# shy summit hoaly fuck that's a massive amount of upvotes, well done on the suggestion 👍

Imma be real I just ripped this straight from Path of Exile, that game is so complex when it comes to build making it makes wynn look like child's play in comparison 😔, the evasion system seems to work fine enough in PoE despite the fact it should face similar downsides to the ones showcased in this thread (evasion builds have very high mobility and damage but feel squishy against big damaging hits)

shell meadow
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anything in path of exile as an example? (the problem stated)

teal helm
bright flame
teal helm
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Savage hit life flask

bright flame
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Also Block and Petrified Blood... fuck man when does next league even drop?

cerulean sigil
bright flame
bright flame
cerulean sigil
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taking this from path of exile ... there is a bad problem that popped up in path of exile BECAUSe of the dodge change

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it basically became mandatory that EVERYONE uses suppression

bright flame
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That has nothing to do with evasion 😭

cerulean sigil
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because consistency made it too good

bright flame
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Most non evasion builds still really want suppress

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It's just more available on right side of the tree

cerulean sigil
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also another problem being that suppress doesnt overlap with evasion like dodge did

cerulean sigil
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been like that since it got added

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sadge ... and it just became harder to do that but it didnt remove it being mandatory later

bright flame
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OK but like using hardcore as an example is... also didn't that update come with a lot of other nerfs to survivability? I think that's what caused suppression to be so utilized, merely as a sort of band aid fix for the very harsh nerfs

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Anyways this already went very off-topic so let's stop with this convo here

sleek portal
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whenever i think about agility i always thought it was less a dependent thing and more something you don't realise works while you're actively dodging

untold marten
# north inlet You didn't answer my question, why is this bad. Why do you want Rng. Having some...

I am not against changing agility, only agi builds aren't viable and I think that's a problem since there are only 2 defensive options in terms of skill points.
I am against agility being too consistent. At that point it becomes simply better than Defence for defense, which is an issue because Agility gets a huge amount of extra goodies on top of being defensive (ws, good items, mobility in general, good powders, higher base damages, supporting stats)
Basically, if this change were to go through, the whole game would have to rebalance around it, making Air builds significantly weaker (maybe even on par with Fire builds) which would make many Air based items nearly useless, and would cause a massive metashift.

Tl;dr
I'm not against making agi reliable, just against it being game breakingly reliable

sour topaz
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also just so much more effort than it's worth

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like agi with all its upsides and downsides is balanced, why go through ALL this effort to buff agi's consitency if it means hours and hours of dev and IM work rebalancing all the endgame air items just to make agi as a whole balanced

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like yes it'd be nice for rng to play less of a role, but it doesnt feel worth all the effort needed for that to be the case

hollow hull
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this might be callous but i don't think "we'd have to rebalance items" is a good argument

a good mechanical foundation will pay for itself as it makes future balancing easier (fewer contradictions to resolve)

this isn't a statement in favor of or against the proposed change but yeah

north inlet
north inlet
hoary coral
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(or if air items don't get nerfed this straight up becomes better defence: just as reliable but more damage and mobility)

bright flame
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Hmm I don't think you guys understand how big of a nerf it is to go from 76.8% max dodge to like 70%...

150 agi ehp (76.8% dodge)
32.5k hp
10k (no agi)

124 agi ehp (69.9% dodge)
27k hp
10k (no agi)

150 def ehp (70% resist)
33.5k hp

121 def ehp (63% resist)
27k hp

The entire purpose of this change is to make agi ehp actually feel somewhat real, obviously this would come with a nerf to agi ehp...

bright flame
# sour topaz like agi with all its upsides and downsides is balanced, why go through ALL this...

The actual implementation shouldn't be that hard (?)

You wouldn't need to rebalance the items if the overall ehp gets nerfed hard enough. The whole idea is:

30k agi
10k non agi

Feels like shit because you eventually get hit 2-3 times at 10k ehp in a row and explode, so how about making it more consistent but at like 20k ehp? It would never compete with defence in terms Investment vs. Survivability but it would make it not feel as shit, it's currently advertised as being the second "defensive" skill point so I don't see why it shouldn't atleast provide some safety...

bold jolt
# bright flame The actual implementation shouldn't be that hard (?) You wouldn't need to rebal...

You do have to rebalance the items. I think you're severely underestimating the strong qualities of air items. Take walk speed, for instance. It may look like a very minor ID but it's incredibly effective at allowing a player to kite mobs. In fact, with enough walk speed, you can kite Greg so easily that the boss fight is a cakewalk.

Then you get into the really funny items like Olympic, which not only has walk speed but also jump height which allows you to essentially be out of reach of most mobs most of the time.

So, no. A lot of items would need to be rebalanced, and in a massive way. The only way this wouldn't be needed would be if the max dodge was nerfed to the point of being completely useless, and by then, why even get into the work of reworking agility in the first place?

bright flame
# bold jolt You do have to rebalance the items. I think you're severely underestimating the ...

You do understand that the only agi weapons currently meta are warp, hana and epoch and that's more so a lighbender/acrobat/epoch issue right?

Shaman: abso pcycle crabs, resonance (either crabs or rainbow slap)
Assassin: inferno/animosity hmelee shade, hana acrobat
Mage: Trance ETF/Warp lbender
Archer: Laby (crabs), Any build with nuclear emesis, divzer 💀, epoch tstack
Warrior: bbath/tcrack fallen/monk (and like hero for lootruns...)

We are in a really defence centric meta since mob health and damage was increased and agility no longer fares nearly as well since longer fights means more chances for agility builds to just eat shit and die from 2 undodged attacks in a row...

At most you would just nerf dark shroud sp by like 5-10 and call it a day

bold jolt
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idk why you're refusing to list olympic and panic zealot

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meanwhile the meta fire items are....absolution, immolation (? it's a fire/air relik), monster

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it's also good to note that paincycle is an air item

bright flame
# bold jolt idk why you're refusing to list olympic and panic zealot

I honestly do not consider olympic as being meta but ok...

Meta fire items would be:
Labyrinth
Trance
Inferno + Dawnbreak
Absolution
Nuclear Emesis
Crusade Sabatons <- this is so broken lol

I do not understand in what world you believe monster to be meta but aight.

On the topic of pcycle

  1. it's already getting nerfs
  2. 80% of the time its getting used with crabs...
cerulean sigil
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seems like the problem isnt agi at all

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its the stat point system as a whole

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specifically what items they show up on vs what char is actually using them

bright flame
gilded path
bright flame
gilded path
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So I’m just saying that the argument “We have to directly nerf the EHP of Agility or else it would be equal to Defense” is not true. Again, keep in mind that this change only applies if you get hit multiple times in less than a second. Otherwise, it’s the same system as before where you can easily get unlucky and die.

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Your change should be seen as nice quality of life buff rather than a quantifiable EHP buff.

bright flame
bright flame
hollow hull
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again, there's no issue with just rebalancing the items

agility items getting much higher dmg boosts and sp and such (compared to defense items) is something that is easily undone (alternatively, if you think defense items are boring or weak, you can raise defense items) (by easily, i mean relatively so)

i think agility being useful on its own will also reduce the reliance of air items on having ws, too; you can produce air items with -ws more readily in a world where agi is actually equal to defense

you should only make agility give a lower % than defense, if you think each % agility gives is intrinsically better than each % defense gives

because you can always get an id without gettings its related skill point (ws, agi here)

gilded path
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The best way to measure and compare Defense and Agility is with EHP and their related common item bonuses.

bright flame
gilded path
bright flame
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Do you think giving +200 ws to a build is less impactful to survivability as giving it like +4k hp??

gilded path
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And plus there’s still HP regen, both raw and percent.

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It just seems like you’re trying to correct for something that shouldn’t even happen to begin with. Like how are you supposed to react if you get hit multiple times in less than a second and your agility just doesn’t proc?

gilded path
bright flame
bright flame
cerulean sigil
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why even have 2 defenses if they are mostly gonna be the same

gilded path
cerulean sigil
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zoom zoom

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id like assassin for that if vanish cooldown werent so annoying to manage for the 125% boost

gilded path
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But I also understand that walkspeed isn’t everything and it’s biased towards classes with range because you naturally just don’t get hit as much and have more leeway to maneuver.

bright flame
gilded path
hollow hull
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if you make agility weaker because walkspeed is stronger, you'll just encourage using walkspeed without agility

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rebalancing the fundamental mechanics to account for desired item-element associations is backwards

item-element associations should flow outwards from your baseline mechanics, not the reverse

gilded path
hollow hull
bright flame
hollow hull
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i agree

i just think the nerf should be delivered to the items (or, if people think it's just that defense items are underwhelming, you can go in the reverse direction), rather than the sp itself (because of aforementioned issue)

and as i said, if you make agi comparable to defense you can make it so that air items can actually play around with the idea of -ws, enabling tradeoffs between high dmg, defensive capabilities, ws, etc. (just like how many fire items might have -hp or -hpr/-ls to attain high dmg)

bright flame
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-ws in agility items kinda goes against the whole idea behind agility (risk/reward with high mobility)

hollow hull
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to be clear, a nerf to these items won't rely on adding -ws (as mentioned, many air items get a lot of undue sp, dmg %, etc. that can be altered as necessary)

but i do want to argue here that -ws, in the right places, won't be counter to that philosophy

right now, you just get a bunch of walkspeed for running an air build regardless of how you choose your items (because agility is relying on automatically having ws to carry it rather than its intrinsic benefit)

you can't opt to choose an air item with much more ws or much less ws

so that ironically means, you have very little freedom to lean into the "risk/reward with high mobility" motif: you will have about as much mobility as another air build that only cares about raw damage/survivability

-ws items (and conversely ws items that sacrifice a lot for their ws) would allow you to actually express the value you place on this mobility by acting as soft "exchange rates"

and it's something that only air can do because having overall -ws is really bad for regular gameplay (and the built-in surplus air has for ws would allow for a reasonable safety net)

tardy charm
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Agility being weaker rn isn't rly a problem at all simply because air items are so strong and versatile

gilded path
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Especially since people can build walkspeed and damage without agility.

hallow grotto
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this might need some rebalancing tho since agi is way easier to get than def in current meta, and also agi comes with walkspeed :/

hoary coral
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Want more safety? Increase raw hp or add def (or... Increase walk speed. Agi helps with that.)

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Higher mobility also decreases the chance of being hit multiple times in a row

hallow grotto
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imo agi is fine since air weapons do baller damage anyways

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fire weapons can’t get close it makes little sense to make their affects similar

bright flame
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laby... trance...

shell meadow
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ef and tf, trapper aspects and mega sorrow

sour topaz
bright flame
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Hero gets outclassed by bath and tcrack

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And why tf are you bringing up collapse 💀

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I don't really see how quetzal wouldn't get outshined by warp but I don't really play much mage

sour topaz
sour topaz
bright flame
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In what world is collapse meta outside of like lootruns

bold jolt
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i had a party member using collapse tstack in NOL

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they got highest dmg, it was funny as hell

tardy charm
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bro is delusional if he thinks those are the only viable air weapons 💀

bright flame
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Fairly big difference between "viable" and "meta"

hoary coral
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Hero is much tankier than fallen bloodbath/tcrack

hallow grotto
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olympic is goated for lootrunning

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quetz arcanist is more dps than trance with rage

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strati's gimmick is ws, and its REALLY good at ws

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hero is probably the best weapon in the game when you consider ehp to damage

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compare these to the fire weapons

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ignis is dogshit
guardian is dogshit (fuck wars)
abso is good
monster is good
inferno is ok

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warp is really really good for lootrunning, probably best option aside idol/hero

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oh weathered is also really good

bright flame
bright flame
hallow grotto
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its really really good

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if ur good at least. outdamaged nearly anything in tcc

hallow grotto
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not even good as an offhand

bright flame
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I'm not saying ignis is good 💀

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And saying abso is "good" and then also not mentioning labyrinth or trance is...

bright flame
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And why would you rage on a +ls wand??

hallow grotto
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idk how much dps divzer does, and I’m half confident that trapper is only that broken because of whatever trap stack is

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it’s like 300-400k consistent, 500k peaks

gritty quiver
hallow grotto
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but

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can it do hero dps

gritty quiver
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Also, if there were more good fire damage items Guardian would be much better

hallow grotto
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while still no crafted

gritty quiver
hallow grotto
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and at least 40k ehp

gritty quiver
hallow grotto
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ok yeah tbf hero is kinda awufl

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if you ignore ehp, zephra shredder will out dps on most builds

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since you can just assign like the extra 40 sp from lower agi req into str/dex for massive damage

quick bobcat
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especially w divzer it is better not to trap stack a lot of the time

hallow grotto
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idk I don’t play trapper just people saying trap stack or whatever is broken or something

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can someone explain what a trap stack is

sour topaz
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discombobulate when

hallow grotto
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with max discombob

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and dodge

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send a hero (bash scream) build I’ll convert to zephra

tardy charm
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Zeph shredder has only air and 2 powder slots 💀

sour topaz
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holy shit he wasnt lying too bad wynnbuilder only has 60 discomb

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hero wins with a single bmonk aspect

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Hero (15 discomb hits, max dodge, max conc)

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zephra (same)

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zeph gets 260 less dmg on war scream tho

bright flame
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+500 bash -1.5k scream with 90 discomb 💀

hallow grotto
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-10 stx

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was it worth though

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you could bash scream scream idol too

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pure def ehp 😍

sour topaz
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scales worse with boons ✅
scales worse with raid buffs ✅
no catamaran OR rots usage ✅
worse damage than hero ✅
10% walk speed ✅
no counter activations to save a use of mantle ✅

oh fuck yeah lets use some idol 🔥

hoary coral
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Below Ignition and well below RotS btw

gritty quiver
hoary coral
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But when only very few mythics are balanced and all other are op that simply means that the op mythics are the norm and the balanced mythics are bad

shell meadow