Defensive Stats Redistribution and Balancing Plans

A place to discuss the various professions in EiF.
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dalolorn
Posts: 317
Joined: Sat Apr 22, 2017 10:24 am

Re: Defensive Stats Redistribution and Balancing Plans

Post by dalolorn » Wed Jul 12, 2017 4:56 am

Quick question - I'd leave it in Discord, but you don't seem to go through the backlog when you go there, so...

After the revamp, will a master Carbineer (without any points in Swordsman) receive any benefit from wearing Counterattack SEAs?
European RPer, occasionally dabbling in crafting and stuff.

Currently active characters:
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  • Fennla Lan - Tinkerer and Adventurer
  • Nalth Kaaru - Bounty Hunter

Anishor
Posts: 64
Joined: Fri Jun 05, 2015 10:14 am

Re: Defensive Stats Redistribution and Balancing Plans

Post by Anishor » Wed Jul 12, 2017 9:04 pm

dalolorn wrote:
Wed Jul 12, 2017 4:56 am
Quick question - I'd leave it in Discord, but you don't seem to go through the backlog when you go there, so...

After the revamp, will a master Carbineer (without any points in Swordsman) receive any benefit from wearing Counterattack SEAs?
Yes, you have, you'll be able to be get 25 more closer to cap.

Anishor
Posts: 64
Joined: Fri Jun 05, 2015 10:14 am

Re: Defensive Stats Redistribution and Balancing Plans

Post by Anishor » Thu Jul 27, 2017 12:51 pm

Goleeb wrote:
Sat Jul 08, 2017 6:24 pm
So This is a diagram of how I think resist could be distributed. The top line is +75, second is +50, and the bottom is +25. So if you double up on melee or ranged you get two 125 resist, and one 100 resist. If you go melee and ranged you get more evenly distributed stats, but less capped or close to capped resists. Meaning going melee, and ranged would be more versatile in damage range, but more susceptible to cc, and going all melee, or all ranged would be more tanky, but less versatile. Ranged would be unable to switch to melee damage, and melee would be useless at range. Though much harder to hit with C.C.

The one problem is there are four melee class. I would consider TKA the odd man out, and wonder what should be done to TKA to make them balanced. Possibly make it a copy of Rifleman. That way it would pair well with any ranged class other than Rifleman.

Each number would be a specific resist excluding posture change up. Where we plug in what resists, and for what class would still be a question.

Ranged classes:
1
2 3
4 5 6
_______________
2
1 3
4 5 6
_______________
3
1 2
4 5 6




Melee :
_______________
4
5 6
1 2 3
_______________
5
4 6
1 2 3
_______________
6
5 4
1 2 3


TKA

Copy the stats of rifleman ?


I would also propose the idea of having +25 to all secondary defenses in each master box. That way taking any two classes to master would allow you to hit caped secondary defense.

What do you all think ?
I will probably be doing something like this except Rifleman will have to Primaries. It's second primary will be Posture Change (up).

Anishor
Posts: 64
Joined: Fri Jun 05, 2015 10:14 am

Re: Defensive Stats Redistribution and Balancing Plans

Post by Anishor » Thu Jul 27, 2017 9:05 pm

So after further thought and some more discussions with various players and Halyn. I would like to put a further roadmap for profession balancing.

Pistoleers
Concept: Short Ranged, Running and Gunning. Gunslinger.
Offensive Concept: Sustained Damage, Fast Speed - Low Damage, Access to widest variety of damage types.
Offensive Changes to be made:
- Increase Body shot damage
- Change Disarming shot to a warcry like effect.

Defensive Concept: Kiter with high primary defence and access to dodge. Should do fairly well against melee but have a challenge against ranged.
Primary Defense:
- Ranged : 5
- Melee : 75
- Toughness: 0

Secondary Defense :
- Dodge : 115

State Defense :
Dizzy +75 ( Novice: 10, State Defense 1-4: 10, Master: 25)
Blind: +50 ( Novice: 0, State Defense 1,3: 20, Master: 10)
Stun: + 50 ( Novice: 0, State Defense 2,4: 20, Master: 10)
Posture Down: +25 ( Novice: 10, Master 15 )
Intimidate: +25 ( Novice: 10, Master 15 )
Knockdown: +25 (Novice: 10, Master 15 )


Carbineers
Concept: Medium Range, professional soldier.
Offensive Concept: Sustained Damage, Medium Damage and Medium Refire, Access to widest variety of States.
Offensive Changes to be made:
- Increase Burst Shot Damage
- Add Health Bleeds to Burst Shot

Defensive Concept: Counter-attacker with some ranged defense and medium toughness. Fairs okay against ranged, uses medium range and states against melee.
Primary Defense:
- Ranged : 25
- Melee : 5
- Toughness: 15

Secondary Defense :
- Counterattack : 115

State Defense :
Blind +75 ( Novice: 10, State Defense 1-4: 10, Master: 25)
Dizzy: +50 ( Novice: 0, State Defense 1,3: 20, Master: 10)
Stun: + 50 ( Novice: 0, State Defense 2,4: 20, Master: 10)
Posture Down: +25 ( Novice: 10, Master 15 )
Intimidate: +25 ( Novice: 10, Master 15 )
Knockdown: +25 (Novice: 10, Master 15 )

Rifleman
Concept: Long Range, sniper.
Offensive Concept: Burst Damage, High Damage and Slow Refire.
Offensive Changes to be made:
- Make Surprise Shot highest damage special in game.
- Add Stun to Startle Shot

Defensive Concept: Block, Cover, and High Ranged Defense
Primary Defense:
- Ranged : 75
- Melee : 5
- Toughness: 20

Secondary Defense :
- Block : 115

State Defense :
Posture Up: +75 ( Novice: 10, State Defense 1-4: 10, Master: 25)
Stun +75 ( Novice: 10, State Defense 1-4: 10, Master: 25)
Dizzy: +50 ( Novice: 0, State Defense 1,3: 20, Master: 10)
Blind: + 50 ( Novice: 0, State Defense 2,4: 20, Master: 10)
Posture Down: +25 ( Novice: 10, Master 15 )
Intimidate: +25 ( Novice: 10, Master 15 )
Knockdown: +25 (Novice: 10, Master 15 )


Fencer
Concept: Quick and Agile, Death by a thousand Cuts
Offensive Concept: High Speed, Low Burst Damage, Lots of Bleeds.
Offensive Changes to be made:
- Remove Blind chance from 1-h Hits 1-3. Replace with chance to Bleed
- Remove Blind/Dizzy Chance from 1-h Spin. Replace with chance to Bleed
- Increase Damage of Bleeds on health hit 1-2.
- Decrease Damage on 1-h hit 1-3.
- Remove AOE from 1-H Dizzy/Blind Hit 2.
- Add chance for Action/Mind bleeds on Scatter hit.

Defensive Concept: High Evasion.
Primary Defense:
- Ranged : 75
- Melee : 75
- Toughness: 5

Secondary Defense :
- Dodge : 115

State Defense :
Posture Down +75 ( Novice: 10, State Defense 1-4: 10, Master: 25)
Intimidate: +50 ( Novice: 0, State Defense 1,3: 20, Master: 10)
Knockdown: + 50 ( Novice: 0, State Defense 2,4: 20, Master: 10)
Stun: +25 ( Novice: 10, Master 15 )
Dizzy: +25 ( Novice: 10, Master 15 )
Blind: +25 (Novice: 10, Master 15 )

Swordsman
Concept: Wild and Dangerous High Damage, High Single Target Damage, Medium AOE
Offensive Concept: Medium Speed, High Damage, Intimidate
Offensive Changes to be made:
- Add Intimidate 2.
- Remove Dizzy Chance Specials, replace with chance to intimidate for short duration.
- Increase Damage on 1-h hit 1-3.
- Remove AOE from 1-H Dizzy/Blind Hit 2.
- Add chance for Action/Mind bleeds on Scatter hit.

Defensive Concept: Counter-attacker with some defense, best defense is offense and intimidate.
Primary Defense:
- Ranged : 25
- Melee : 25
- Toughness: 10

Secondary Defense :
- Counterattack : 115

State Defense :
Intimidate +75 ( Novice: 10, State Defense 1-4: 10, Master: 25)
Posture Down: +50 ( Novice: 0, State Defense 1,3: 20, Master: 10)
Knockdown: + 50 ( Novice: 0, State Defense 2,4: 20, Master: 10)
Stun: +25 ( Novice: 10, Master 15 )
Dizzy: +25 ( Novice: 10, Master 15 )
Blind: +25 (Novice: 10, Master 15 )

Pikeman
Concept: Tanky AOE damage dealer.
Offensive Concept: Medium Speed, Medium Damage, Stun/Dizzy with best melee AOE
Offensive Changes to be made:
- Check to see if Polearm Hit 1-3 need damage/speed increases.
- Remove chance to lower posture from non-sweeps.
- Add Polearm Area 2 to Master Box.
- Increase Damage for Polearm Spins, decrease AOE to 8m. Polearm Areas will hit more targets, Polearm Spin will do more damage.
- Increase Damage for Polearm Area Attack.
- Change Polearm Sweep 1 to Lower Posture, sweep 2 will remain a KD.


Defensive Concept: Block with some evasion, high toughness.
Primary Defense:
- Ranged : 25
- Melee : 25
- Toughness: 20

Secondary Defense :
- Block : 115

State Defense :
Knockdown +75 ( Novice: 10, State Defense 1-4: 10, Master: 25)
Posture Down: +50 ( Novice: 0, State Defense 1,3: 20, Master: 10)
Intimidate: + 50 ( Novice: 0, State Defense 2,4: 20, Master: 10)
Stun: +25 ( Novice: 10, Master 15 )
Dizzy: +25 ( Novice: 10, Master 15 )
Blind: +25 (Novice: 10, Master 15 )

TKA
Concept: Tanky Martial Artist
Offensive Concept: High Speed Speed, Low Damage, low ham cost, Controls the fight, highest chance to apply states of any class, uses states and attacks to leg, mind to control fight and win through tankiness.
Offensive Changes to be made:
- Unarmed Hits 1-3 : Reduce Speed Delay, Reduce Damage Modifier (slight reduction), Reduce HAM Costs ( overall shouldn't lose dps)
- Check Powerboost's viability
- Unarmed Combo 1-2: Reduce chance to apply states
- Unarmed Dizzy, Blind, Stun: Increase chance to apply state and durations.

Defensive Concept: Counter-attacker with some defense, best defense is offense and intimidate.
Primary Defense:
- Ranged : 50
- Melee : 50
- Toughness: 20

Secondary Defense :
- Defense Acuity : 115

State Defense :
Knockdown +75 ( Novice: 10, State Defense 1-4: 10, Master: 25)
Posture Down: +50 ( Novice: 0, State Defense 1,3: 20, Master: 10)
Intimidate: + 50 ( Novice: 0, State Defense 2,4: 20, Master: 10)
Stun: +25 ( Novice: 10, Master 15 )
Dizzy: +25 ( Novice: 10, Master 15 )
Blind: +25 (Novice: 10, Master 15 )

Center of Being:
+ 25 Melee Defense
+ 25 Ranged Defense
+ 15 Toughness
- 25% damage

jadruan
Posts: 3
Joined: Thu Sep 28, 2017 5:01 pm

Re: Defensive Stats Redistribution and Balancing Plans

Post by jadruan » Tue Jan 09, 2018 12:08 pm

Can combat range be increased beyond 64 meters for rifles? The original design had something more long range in mind, but they had to slice it in half when they got garbage servers instead.

Halyn
Site Admin
Posts: 275
Joined: Wed May 27, 2015 8:53 am

Re: Defensive Stats Redistribution and Balancing Plans

Post by Halyn » Sun Jan 14, 2018 7:21 am

We've looked into that. It's possible to do, but it breaks a *lot* of things as designed in-game.

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