Post by judicator on Sept 2, 2015 20:31:31 GMT -5
Here are the various Power Attack and Charge skills for reference. They have been additionally marked with alpha designations for easier reference throughout.
Power Attack (single attack)
(a) I: +40% damage, 25 stamina
(b) II: +60% damage, 30 stamina
(c) III: +60% damage, +10% of target's missing HP (maximum 50), 40 stamina
(d) IV: +60% damage, +15% of target's missing HP (maximum 60), 45 stamina
(e) V: +60% damage, +15% of target's missing HP (maximum 60), autokill if target reduced to 5% hp or fewer, 55 stamina
(f) V: +60% damage, +20% of target's missing HP (maximum 70), 50 stamina
(g) III: +80% damage, 35 stamina
(h) IV: +100% damage, 40 stamina
(i) V: +120% damage, 45 stamina
(j) V: +60% against 2 targets, 40 stamina
Charge (single attack, PC must first travel 10 feet)
(a) I: +100% damage, 25 stamina
(b) II: +100% damage, +1 attack bonus, 30 stamina
(c) III: +50% damage to enemies in front arc, 35 stamina
(d) IV: +50% damage to enemies in front arc, +1 damage per target - 1, 40 stamina
(e) V: +50% damage and knockdown attempt to enemies in front arc, +1 damage per target - 1, 50 stamina
(f) V: +50% damage to all targets in melee range, +1 damage per target - 1, 45 stamina
(g) III: +100% damage, +1 attack bonus, 3 wounding damage, -25% movement speed, 30 stamina
(h) IV: +100% damage, +1 attack bonus, 4 wounding damage, -25% movement speed, 35 stamina
(i) V: +100% damage, +1 attack bonus, 4 wounding damage (x3 on crit), -25% movement speed (x3 on crit), 40 stamina
(j) V: +150% damage, +2 attack bonus, 4 wounding damage, -25% movement speed, 45 stamina
The Big Picture
The idea here is to identify the appropriate function for both skills so that one isn't objectively superior to the other. Immediately we can make the distinction that Charge has an additional movement requirement for the attack to successfully fire. While this could be used to justify its superior numbers, this movement requirement is also a matter of utility (greatly enhanced movement speed for battlefield mobility) and is easily overcome mechanically, as anyone who has partied with Edhart in the last couple days can attest. It's a small thing to step back 10 feet from a mob that does not have aggro on you to Charge repeatedly. The movement requirement compared against the movement speed increase is a net positive. Comparing the numbers, Charge is completely superior to Power Attack in all but two situations:
1. The PC is unable to get 10 feet of distance between him and his target.
2. The PC is using Power Attack (e, f) against an enemy with very high HP, in which case Power Attack has a 10-20 damage edge, compared against Charge's (i, j) increased attack bonus, wounding damage, and movement speed debuff.
As skills currently stand, Charge is clearly the superior option for damage and utility. The below changes for Power Attack should help define that skill's use versus Charge.
Suggestion for Power Attack Buffs
Global: Power Attack does not make the user sacrifice subsequent attacks in the round. Instead, subsequent attacks that round are made at a -2 penalty.
(a) I: +50% damage, 25 stamina
(b) II: +75% damage, 30 stamina
(c) III: +75% damage, +12% of target's missing HP (maximum 50), 35 stamina
(target is missing 416.6 hit points to achieve max)
(d) IV: +75% damage, +20% of target's missing HP (maximum 65), 40 stamina
(target is missing 325 hit points to achieve max)
(e) V: +75% damage, +20% of target's missing HP (maximum 65), autokill if target reduced to 5% hp or fewer, 45 stamina
(f) V: +75% damage, +30% of target's missing HP (maximum 80), 45 stamina
(target is missing 266.6 hit points to achieve max)
(g) III: +100% damage, stun on critical hit, 35 stamina
(h) IV: +125% damage, stun on critical hit, 40 stamina
(i) V: +150% damage, stun on critical hit, 45 stamina
(j) V: +100% damage against 2 targets, stun on critical hit, 45 stamina
With these values, with an average auto attack damage value of 36, Power Attack (i) is roughly 63% as effective as Power Attack (f) (against an enemy missing 266 or more hit points). These two abilities deal equal damage when an enemy is missing about 90 hit points. Against an enemy at full hit points, Power Attack (f) is about 70% as effective as Power Attack (i). Which skill is overall more effective would depend on the average HP of high-level basic enemies and the frequency of PvP. Ideally, Power Attack (i) would be the choice for mob slaying (and probably PvP), whereas Power Attack (e, f) would be ideal for boss-slaying (and supercharged mobs). Also, stamina cost has been adjusted slightly downward.
Suggestion for Charge Changes
(a) I: +75% damage, 30 stamina
(b) II: +100% damage, +1 attack bonus, 35 stamina
(c) III: +30% damage to enemies in front arc, 3 wounding damage, -10% movement speed, 40 stamina
(d) IV: +40% damage to enemies in front arc, 4 wounding damage, -20% movement speed, 45 stamina
(e) V: +50% damage and knockdown attempt to enemies in front arc, 50 stamina
(f) V: +50% damage to all targets in melee range, 5 wounding damage, -30% movement speed, 50 stamina
(g) III: +100% damage, +1 attack bonus, knockdown attempt, 40 stamina
(h) IV: +125% damage, +1 attack bonus, knockdown attempt, 45 stamina
(i) V: +125% damage, +1 attack bonus, knockdown attempt made at +4, 50 stamina
(j) V: +150% damage, +2 attack bonus, knockdown attempt, 50 stamina
Adjustments here have kept damage about the same while shifting around the utility focus of each ability tree. Stamina costs have been raised a little to emphasize that the PC is, in fact, sprinting to a target.
Conclusion
These changes define Power Attack as the preferred option for sustained damage dealing and Charge as a means to reliably apply crowd control effects via knockdown or movement speed debuffs. The abilities are not currently distinct (save that Charge is better and requires slightly better spatial management to use), and these suggested changes address that.
Power Attack (single attack)
(a) I: +40% damage, 25 stamina
(b) II: +60% damage, 30 stamina
(c) III: +60% damage, +10% of target's missing HP (maximum 50), 40 stamina
(d) IV: +60% damage, +15% of target's missing HP (maximum 60), 45 stamina
(e) V: +60% damage, +15% of target's missing HP (maximum 60), autokill if target reduced to 5% hp or fewer, 55 stamina
(f) V: +60% damage, +20% of target's missing HP (maximum 70), 50 stamina
(g) III: +80% damage, 35 stamina
(h) IV: +100% damage, 40 stamina
(i) V: +120% damage, 45 stamina
(j) V: +60% against 2 targets, 40 stamina
Charge (single attack, PC must first travel 10 feet)
(a) I: +100% damage, 25 stamina
(b) II: +100% damage, +1 attack bonus, 30 stamina
(c) III: +50% damage to enemies in front arc, 35 stamina
(d) IV: +50% damage to enemies in front arc, +1 damage per target - 1, 40 stamina
(e) V: +50% damage and knockdown attempt to enemies in front arc, +1 damage per target - 1, 50 stamina
(f) V: +50% damage to all targets in melee range, +1 damage per target - 1, 45 stamina
(g) III: +100% damage, +1 attack bonus, 3 wounding damage, -25% movement speed, 30 stamina
(h) IV: +100% damage, +1 attack bonus, 4 wounding damage, -25% movement speed, 35 stamina
(i) V: +100% damage, +1 attack bonus, 4 wounding damage (x3 on crit), -25% movement speed (x3 on crit), 40 stamina
(j) V: +150% damage, +2 attack bonus, 4 wounding damage, -25% movement speed, 45 stamina
The Big Picture
The idea here is to identify the appropriate function for both skills so that one isn't objectively superior to the other. Immediately we can make the distinction that Charge has an additional movement requirement for the attack to successfully fire. While this could be used to justify its superior numbers, this movement requirement is also a matter of utility (greatly enhanced movement speed for battlefield mobility) and is easily overcome mechanically, as anyone who has partied with Edhart in the last couple days can attest. It's a small thing to step back 10 feet from a mob that does not have aggro on you to Charge repeatedly. The movement requirement compared against the movement speed increase is a net positive. Comparing the numbers, Charge is completely superior to Power Attack in all but two situations:
1. The PC is unable to get 10 feet of distance between him and his target.
2. The PC is using Power Attack (e, f) against an enemy with very high HP, in which case Power Attack has a 10-20 damage edge, compared against Charge's (i, j) increased attack bonus, wounding damage, and movement speed debuff.
As skills currently stand, Charge is clearly the superior option for damage and utility. The below changes for Power Attack should help define that skill's use versus Charge.
Suggestion for Power Attack Buffs
Global: Power Attack does not make the user sacrifice subsequent attacks in the round. Instead, subsequent attacks that round are made at a -2 penalty.
(a) I: +50% damage, 25 stamina
(b) II: +75% damage, 30 stamina
(c) III: +75% damage, +12% of target's missing HP (maximum 50), 35 stamina
(target is missing 416.6 hit points to achieve max)
(d) IV: +75% damage, +20% of target's missing HP (maximum 65), 40 stamina
(target is missing 325 hit points to achieve max)
(e) V: +75% damage, +20% of target's missing HP (maximum 65), autokill if target reduced to 5% hp or fewer, 45 stamina
(f) V: +75% damage, +30% of target's missing HP (maximum 80), 45 stamina
(target is missing 266.6 hit points to achieve max)
(g) III: +100% damage, stun on critical hit, 35 stamina
(h) IV: +125% damage, stun on critical hit, 40 stamina
(i) V: +150% damage, stun on critical hit, 45 stamina
(j) V: +100% damage against 2 targets, stun on critical hit, 45 stamina
With these values, with an average auto attack damage value of 36, Power Attack (i) is roughly 63% as effective as Power Attack (f) (against an enemy missing 266 or more hit points). These two abilities deal equal damage when an enemy is missing about 90 hit points. Against an enemy at full hit points, Power Attack (f) is about 70% as effective as Power Attack (i). Which skill is overall more effective would depend on the average HP of high-level basic enemies and the frequency of PvP. Ideally, Power Attack (i) would be the choice for mob slaying (and probably PvP), whereas Power Attack (e, f) would be ideal for boss-slaying (and supercharged mobs). Also, stamina cost has been adjusted slightly downward.
Suggestion for Charge Changes
(a) I: +75% damage, 30 stamina
(b) II: +100% damage, +1 attack bonus, 35 stamina
(c) III: +30% damage to enemies in front arc, 3 wounding damage, -10% movement speed, 40 stamina
(d) IV: +40% damage to enemies in front arc, 4 wounding damage, -20% movement speed, 45 stamina
(e) V: +50% damage and knockdown attempt to enemies in front arc, 50 stamina
(f) V: +50% damage to all targets in melee range, 5 wounding damage, -30% movement speed, 50 stamina
(g) III: +100% damage, +1 attack bonus, knockdown attempt, 40 stamina
(h) IV: +125% damage, +1 attack bonus, knockdown attempt, 45 stamina
(i) V: +125% damage, +1 attack bonus, knockdown attempt made at +4, 50 stamina
(j) V: +150% damage, +2 attack bonus, knockdown attempt, 50 stamina
Adjustments here have kept damage about the same while shifting around the utility focus of each ability tree. Stamina costs have been raised a little to emphasize that the PC is, in fact, sprinting to a target.
Conclusion
These changes define Power Attack as the preferred option for sustained damage dealing and Charge as a means to reliably apply crowd control effects via knockdown or movement speed debuffs. The abilities are not currently distinct (save that Charge is better and requires slightly better spatial management to use), and these suggested changes address that.