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[Xai]
In this devblog we'll be discussing a project that's been important to us for a number of years, which is due to be included in an update this year: the overhaul of stat (characteristics) thresholds.
/!\ This change will not be featured in the next update (1.58); it will be in a later one.
Unlike most devblogs, this one is being posted far in advance of the change to be implemented. Here we're going to present all the changes we're planning, as we would do in any devblog, but the main goal is to gather your feedback as early as possible, respond to your concerns as best we can, and of course, make any necessary changes to our proposed changes before rolling them out on the game servers.
Start keeping in mind that when the changes are rolled out on game servers, there will be a way for you to redistribute your stats. Now you may peacefully read on.
For starters, we'll explain what we mean by "passive" in the context of stats, and we'll give their current status.
In DOFUS Touch, each passive has a set of stats that determine its potential in combat. Some of these stats can be modified (Vitality, Strength, and so on), while others are determined by external factors like equipment (resistances, pushback damage, etc.).
When we refer to passives here, we're talking about stats that can't be directly modified by the player, but which are nevertheless based on modifiable stats, such as Dodge gained through an increase in Agility.
Below is a list of the current "passive" stats, along with the modifiable stat each one is associated with.
We feel that this system, albeit appealing, has various problems; here are a few of the ones prompting us to update these passive stats:
So we wanted to change what these passives are like and how they're distributed, while taking the opportunity to update certain stat-related systems. We'll start by addressing two key points that will be involved in the changes to be described later on.
There have been limitations to the way critical hit rate is calculated, which is why we decided to go with, as some have experienced in DOFUS, a percentage-based system. This is intended to:
The base critical hit rate is the probability that a spell (or weapon) will deal a critical hit, not taking into account any bonuses from equipment or spells.
All base critical hit rates on spells and weapons are being adjusted. There is a correlation between the old and new rates, with some degree of consistency: the higher the critical hit rate was before, the higher the new one will be. To calculate the new base critical rate using the old one, this formula is applied:
So, a previous rate of 1/50 (2%) would become:
Below is a table showing the correlation between a few old and new base critical rates:
Old rate | Old rate (%) | New rate |
---|---|---|
1/30 | 3.33% | 25% |
1/35 | 2.86% | 20% |
1/40 | 2.5% | 15% |
1/45 | 2.22% | 10% |
1/50 | 2% | 5% |
These base rates are being increased overall in order to make critical hits more accessible to builds that are not focused on critical hits, and to reduce the dependency of critical-centric builds on critical hit bonuses from equipment.
The effect of the critical hit bonus on spells and equipment will be modified: a +1 to Critical Hit will now give an extra 1% chance to crit (land a critical hit). For example, if a spell has a base 5% chance to crit, a +10 CH bonus will give this same spell a 15% chance to crit. (That's base 5 + 10 bonus.)
However, there won't be a notable difference with equipment: a bonus of +X to CH will be a X% bonus to CH rate.
This additive formula will allow for a system of diminishing returns instead of increasing returns; the initial critical hit bonuses given to a character have proportionally more impact than the last bonuses added.
Previously it was impossible to have higher than a 50% chance of dealing a critical hit. After this update, it will be possible for the critical hit chance to exceed 50%, and even go up to a 100% chance, as long as the cumulative CH bonuses from equipment and spells allow it.
However, it won't be possible to bring someone's critical hit chance below 1% if the spell or weapon can deal a critical hit.
NB: The effect that minimizes random effects (as with the Sram's Jinx spell) is not subject to this restriction; it still prevents an entity from dealing critical hits.
This change will allow for much more variety among builds that are specialized for critical hit rate; so you'll be able to shift to builds with a stronger focus on CH.
There are currently two types of resistance:
We'd like to reduce the cap on % resistances from 50 to 35%. While resistances are useful for absorbing some damage, these stats tend to draw out combat pretty excessively. Also, they drastically limit the variety of so-called optimized equipment, mainly at higher levels, at which point maximizing resistances is practically required.
We think that lowering this cap will add significant variety to gameplay and the selection of equipment, but without putting PvM players at a disadvantage, as classes will have generally gained more power and survival capacity over the course of these updates.
As for the few sets that have granted over 35% resistance in an element with the full set equipped, they will be updated to no longer exceed this threshold.
We're going to start by describing the passive bonuses from primary characteristics, and then we'll move on to characteristics that are no longer passively affected.
Our goal is to simplify and clarify the connections between primary characteristics and passive bonuses as much as possible; so we decided to limit passive bonuses to 1 per characteristic, thus establishing a clear connection. There is an exception for Wisdom, which isn't associated with damage.
Regarding Lock and Dodge:
Lock or Dodge gained from stats will be reduced in order to make this stat more valuable when granted by equipment. This will also help to harmonize values between elements, so as to preserve element-based specialization without making it necessary to choose an element in a particular area of gameplay. For example: You'll maximize your chance to dodge by using gear with Agility and Dodge, but using Fire gear that grants Dodge will still be completely viable.
Regarding Wisdom:
We decided to remove Parry and Reduction from Wisdom stat because we wanted it to become an offensive stat with broad appeal.
We initially considered focusing it entirely on Reduction and Parry, but it would have then become a niche stat, and therefore not useful for too many players. We were then tempted to add CH to it, but it seemed like this would be restrictive for a player wanting to equip non-CH gear to maximize their Parry and Reduction.
So we decided to keep CH and add Initiative as a low-ratio passive to round things out, or only keep Initiative in the second proposal.
Regarding Parry and AP/MP Reduction:
As explained in the note on Wisdom, these stats will no longer be passively boosted by spending points in Wisdom. We'd like focusing on a reduction path or the optimization to resist it to be done by choosing equipment and trophies first, to encourage research and variety. Also, we think the new limits on % resistances will make it possible to seek out new stats on items, exotic or overmaged, which could include Parry and Reduction.
For bonuses not mentioned above, the following changes will be applied:
These changes being made to all characteristics will involve even more changes to various in-game items, of which you'll find an incomplete list below. If anything seems to be missing, be sure to let us know so we cover everything.
Monsters, like players, have stats, and Wisdom is one of those. In the same way players will, monsters will have their passive bonuses from various stats modified by all the changes mentioned above.
Not at all! Although Chance no longer increases Prospecting, Prospecting itself will still be useful; it's just the portion gained from the Chance stat on equipment that will disappear. It will be less effective but largely compensated by the bonus tied to the player's level.
Yes! When the update is released, you'll have the option to respend your stat points. We'll share details in due time.
No set on its own currently gives more than 35% resistance in an element, as for medium to very high level sets. So, a given set definitely won't become unusable by offering too much resistance. That said, it will indeed be necessary to adjust certain combinations to adapt to the new limits, which will make it possible to find new stats and optimizations other than through resistances.
Not to worry; BPs and EBPs will not be affected. They'll still give huge advantages for leveling up.
To us, not having any loss tied to smithmaging a weapon is a bonus, which is already very powerful and makes Strength competitive enough compared to others. Especially with the separation of Lock and Dodge into two characteristics with thresholds at 20 to 1 instead of 10 to 1.
The current system already uses the same formula for bonus Dodge and bonus Lock. So that gap already exists in the game, and by increasing the number of primary characteristics to end up with 1 Dodge or Lock, the gap will actually be reduced. Further efforts will be refocused mainly on equipment bonuses, trophies, and pets.
More players will leave, not because CHs are linked to agility but because you keep building up and destroying everything too often - with imagination tho!
Stop drinking wine and listen to your customers!
FINALLY resist builds are being nerfed. No more teams with stupidly high resists + a Feca making pvp fights drag on for ages.
For scale, I have one character that is water and 4 characters that are full earth with str gobbal set etc. etc. for pods for crafts.
As for the % res issue, can you just halve all res for all sets instead? It'd be a lot simpler than everyone having to find new sets.
The base critical of certain items like Corrupted bow / Spectral bandit sword will be needed to adjust
I really like CH changes. There are some builds which give 45-49 ch and I think it would be more fair if you change rate to % crit chance. Also well maged items with max CH will be worth much wore.
35% resistance limit would be really bad because you will destroy a lot of sets. For example pure int set gives 45-50% air res, cha/agi/pushback set also have 45+ earth %.
If you want to speed up PVP fights just change base erosion from 5 to 10 % and it will be enough.