Mylandra
Member
The damage calculation used the version 2 damage found on pso-world, I didn't take that part from blue burst. It's assuming the damage formula hasn't changed between versions (I'm not sure why they would change this). It's calculated using hard attacks averaging a critical hit every 2 attacks (That doesn't necessarily mean it's what a player is going to use everytime). All damage assumed the target has no def so it's not very realistic, you could probably get closer to this by going normal forest although the damage difference should remain and make it even more relevant on higher def enemies.How do you calculate ~1143 barehand damage from 2420 ATP for the comparison? I'm curious.
Also the Shifta duration formula means level 3 Shifta is 60 seconds duration?
The shifta formulas were picked up directly from the game client so yeah shifta level 3 should normally last 60 seconds for blue burst. As Aleron Ives stated, the formulas for these spells changed between versions. I'm not sure how things changed, but my old level 80 hunewearl in v2 dealt over 2k damage per hit in very hard using a basic charge weapon with 50% damage and shifta level 15 (not using zalure) which basically insta killed the mobs. I believe the % damage increase worked differently as well. I doubt you could do this easily on bb, I could be wrong, but shifta has always been too overpowered imo.
I think I've read somewhere they used 0.5*TECHLEVEL rather than 1.3*TECHLEVEL in v2 since the weapon atp was added to the formula. I believe v2 formula was better in this aspect because it didn't make such a difference between classes however the atp difference is still outstanding. If the shifta spell was slightly nerfed from v2 and spellcasters/hybrids had a higher atp curve to offset shifta nerf, I think that would balance things out (and/or do the opposite and slightly nerf high atp classes to balance things out so the game doesn't become too easy)... Assuming other buffs/debuffs would be nerfed and the resists would be adjusted so attack spells are actually more useful in ultimate mode (Think offline/solo mode resistances and edit from there). About the % addon to damage, I think it's preferable it would stay like BB especially since people now have a way to add % to weapons whereas there was previously no legit way to obtain weapons with 100% attributes. High enemy def was a pain in v2 when being a level 200 racast would still mean hitting for 0 damage in ruins without those buffs/debuffs. I don't think it was a solution, the goal is to minimize the impact of buffs/debuffs and not the opposite. To balance things out, you need to make spellcasters shine in other areas since you don't want them to become completely irrelevant by downgrading their only beneficial part. There are other parts such as the falling on the ground gimmick being removed would actually make the defensive stats worthwhile. What do you think would be the best way to fix those issues?Shifta and percentages are nerfed as well, so that doesn't help matters, either. The V2 formula alows Shifta to affect your entire raw ATP (base + weapon + grind), and percentages affect everything (base, weapon, grind, Shifta), meaning that any class can outdamage (or at least match) a particular HUcast if they use a weapon strong enough to make their total ATP higher than his (assuming he's using a weapon worse than yours). With the V3 Shifta formula, it doesn't really matter what weapons anybody uses, because Shifta gives HUcast way more ATP than it gives anybody else.
The V2 formula appears to work like so:
(base ATP + weapon ATP + grind ATP) * Shifta % = visible ATP
visible ATP * weapon % = final ATP
Not only does doing it this way decrease the importance of who has the most base ATP, but it also decreases the importance of how much ATP your weapon has, so you don't have the problem of "any % except Hit is useless on a Mechgun, because its base ATP is trash" like you do on V3 and V4.
Of course in order for this system to work, you need much more powerful enemies than the ones Sega created for V3, so that they can withstand the damage you can do with a 50% weapon under the influence of Shifta, which means that while Techniques are highly valued in this system, androids are also trash for soloing, because they can't do any damage.
tl;dr
Sega sucks at balance.
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