#Cultist mask +1 - +20 rebalance

40 messages · Page 1 of 1 (latest)

covert hamlet
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Currently, the cultist mask buff increasing mechanism is very poorly balanced number-wise. To illustrate, this is the approximate duration increase (percentage) between +1 and +20

This makes it practically unusable in any meaningful capacity until it is highly enchanted, with +21 making it effectively permanent.

I'm suggesting these numbers to be retuned towards a more meaningful duration increase, making the mask more useful before level 21

molten plaza
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A 0.26% increase is actually diabolical 😭

wispy dawn
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What would you want it to be, any transcendent is every 2f, any red is every 3f, blue 4f, green 5f, etc?

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Also how does it choose which frame to extend on? Is it a global timer or consecutive frames of mask or what

covert hamlet
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that's the current implementation that give rise to the current dilemma. A stat that scales by denominator towards 0 in such a linear fashion is doomed to have this kind of pattern

wispy dawn
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Its not really a problem, doubled buff duration is a good effect as well so i think unlocking that at +16 is reasonable

covert hamlet
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simple solution (pseudo):

float percentage, progress
OnTic()
percentage += progress
if (percentage) > 1
  buff += 1
  percentage -= 1
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better to talk in a design manner though

I'm thinking of designing a extension pattern ranging from, say, 50% increase to 400% increase, over level 1 to 20
number can be balanced accordingly, either linearly or logarithmically

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the goal is for perma pot to not really be easily attainable until 21, so +20 increase could be balanced by making, say, berserk not being extendable past 1 minute

wispy dawn
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I think linear is still fine, rather than 21->1, 5->1 by increments of .2?

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If you want it to be smooth, but i think having it be integers is also ok

covert hamlet
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the number could be arbitrary, since the math isn't direct
a 0.2 frame increase every frame would be 25% net, for example, so the math on the implementation wouldn't be linear to begin with
so the focus could be more on power growth

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two potential idea is to have the growth be (rounded) logarithmic, so every level gives a percentage boost, which would make more sense given how +21 is effectively infinite

alternatively, having the growth increase everytime the player hits the next enchantment tier would be another option

wispy dawn
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It literally doesnt matter how smooth it is at low levels, this isnt an early game item

covert hamlet
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fair
so, let's say 50% increasing by 20% every level until 20?

wispy dawn
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Giving clean numbers is probably more important than what the duration increase is, how would you word the description, would you continue to give the frames per extension or tell them some other value?

covert hamlet
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it depends
frame is technical, so we could do second instead, although it's a unit choice
just a direct "extend buff duration by x frame/second every frame/second" could suffice

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If greenlit, I can try to implement the change as well, hopefully it wouldn't be a nightmare

wispy dawn
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Extend the oldest buff by 1 second every 1.0 seconds? I think you still have to do 5.0->1.0 scaling by .2

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Doing the other value as the variable doesnt work for giving nice values

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Well imo just keep it as integers but have it go from 5->1 (step every 5 levels), this would make +11 give 50% and +16 give 100% buff extension which are the only relevant thresholds

covert hamlet
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I'd say that's fairly steep still

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since that makes the curve quite sharp

wispy dawn
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It goes to infinity so in a sense no matter what its infinitely sharp

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100% buff extension is a usable effect and 200% is like the same as permapot if you know how it works

covert hamlet
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strictly speaking, let's say a run is 4 minutes, and we're extending lucky
doesn't matter that it is infinite, the player would've benefitted the same from a 3900% increase

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hence why it doesn't feel as sharp if it's jumping somewhere closer to 500-900% increase even
if we use the threshold to be 2 minute berserk at +20 for example

wispy dawn
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200% is already more than enough to set up permapot im saying

covert hamlet
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not really

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200% is 18s lucky
30s berserk

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while holding a cultist mask

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not within permapot category

wispy dawn
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Yes, then you refresh cus u used it for just the last 30s of the run and got a refill on chest pickup

covert hamlet
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realistically +20 can give up to 10x duration without being game breaking

wispy dawn
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Now u have 30s of buff and can triple that to 90

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And u get an extra potion refresh on loop so actually you have 360s to finish the next loop

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So 200% extend is enough to set up permapot if you complete the loc within 6 minutes

covert hamlet
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interesting
though with that level of planning, even if permapot is made available earlier, the complexity does justify it

wispy dawn
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I think 100% extend is sufficient to set up permapot as well, 10->20->refresh->40->refresh->80, u have 120s to finish the second loop to set it up

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Obviously harder but still sufficient for locs that arent rocky, when you just have +16 items