Kkat wrote:Regarding defensive perks: I do agree that there are too few of them. How does the following perk idea strike you?
Combat Veteran (special requirement: no SPECIAL below 4, Level 8, 3 ranks): All attacks which directly target you and that deal normal damage, magical energy damage or stun damage have their damage dice reduced by -1d10 per rank (minimum 1d10).
3 ranks might be overkill for that. -3d10 would break anyone's damage without ranks of a +1d10 perk. And... I'm not sure how I feel about the 'no SPECIAL below 4' requirement. I'd much prefer that be an END 6 or something. Maybe even END 7 since it's such a strong perk, but END 6 would make it more accessible.
Kkat wrote:Regarding
Clever Prancer: Keep in mind that the original Fallout perk that Clever Prancer is based on grants a +5% crit chance, a -25% chance to be critted, and can only be used while wearing light or no armor. The perk, as written in
Fallout: Equestria, is:
Clever Prancer – Through agility and reflexes, you have become deft at striking where it hurts while preventing your enemies from doing the same. You gain an additional 5% chance to score a critical hit; your enemies suffer a 25% penalty to their chance to critically hit you. This perk is only effective when wearing light or no armor.
I want to keep the spirit of the perk as much as possible. So I see three potential fixes to Clever Prancer:
- The perk can be made a two-rank perk, each rank granting a +2% crit chance and a -25% chance to be critted, the second rank not available if wearing Heavy Armor, or...
- The perk can be made a one-rank perk which grants a +2% crit chance and a -50% change to be critted. Or...
- The perk can be made a one-rank perk which grants a +4% crit chance and a -50% change to be critted, but can only be used when wearing light or no armor.
Instead of nerfing Heavy Armor, the third version makes Light Armor a serious choice for a higher-level character. I rather like that, as right now there is no reason to chose light armor at higher levels. Between that and being more accurate to the story and spirit of the original perk, I personally lean towards the third option, but only a little.
Which do you think would be the best revision?
The first. Two ranks of -25% keeps the effective bonus the same, while at the same time requiring a serious perk investment to get the strong benefit from it, making it more of something you 'spec into' than something you just get because it's free and only one rank. (I would even not complain at all if the "light or no armor" was applied to both ranks of this version, since it makes complete sense to be a light armor perk. But I DO think it needs to be two ranks, to make it a serious investment)
Night Light wrote:Realistically, a boost to HP would be a much cleaner way to reduce the lethality of the system. uSea has done an amazing job of balancing the weapons against each other (and is continuing to do such) and it feels like that would be the better core to start with. As far as the weapon spec perks are concerned, I have great faith in uSea to balance the low AP/rapid fire/auto fire weapons in such a way that, while they'll certainly benefit the most from them, they won't be the be-all and end-all of weapon options. As it is, the perks are quite fun to play with, and really not all that terrible to have used against you. Strong? Yes. Ridiculous? Hardly.
Which is why I suggested a reduction by the same amount across the board. Cutting all weapon damage by 50% is effectively the same as doubling HP, and much more true to the system, and smaller numbers instead of larger ones make the game much cleaner overall. Number bloat is not a pretty thing.
And no, low AP/rapid/auto weapons are incredibly ridiculous with the +1d10 perks. With a RoF of 4, and a base damage of 12+1d10, having all ranks of the +1d10 perk for the assault rifle gives it an effective damage of 48+16d10 -- which is useable twice in a round. Not even the shotguns get more than 5d10 base, and those get range loss as well as triple DT! Unless you're wearing at least medium armor (Which can be a serious concern to obtain at first!), automatic weapons will shred you to pieces.
Night Light wrote:For a tanking/frontlining character, yes, I'd agree it's a must-have perk. But then, given the perks essentially make the "classes" for FOE, it makes sense that some perks might be required for certain builds. For the other characters that can stay out of the line of fire, utilizing stealth, cover, or distance to stay safe, not so much. Crits are such a relatively rare occurrence in the game that I've had it come up only a couple times since I picked it up back at level 15. It was certainly a lot of fun for all of us playing when it did and it meant I didn't have to waste AP the next round downing a potion, it wasn't a game-changer though. Granted I wasn't being crit by a Gauss Rifle, but that's a whole mess on its own. Perks that give bonus weapon damage, bonus DT, give evasion against attacks, or reduce AP costs of actions, those will almost always come up during a fight, but it's pretty rare in my experience to see more than a couple critical hits per combat. Given the level it's available at and the situational utility of the perk, I would seriously disagree with the argument that Clever Prancer needs a nerf. I could see removing the second rank of the perk, that may well be excessive, and while it does reward a character for wearing Medium armor, most medium armor is pretty darn good already and comparable to Heavy for the most part.
There is no such thing as a tanking character in this game. Any and all characters can be targeted as long as they're seen. You've said it yourself, Clever Prancer is completely necessary for everyone who can take it if they like not suddenly dying to a random crit. Not only that, but the suggested nerfs are incredibly tame in comparison to the treatment it /could/ receive.
uSea wrote:I also think that damage numbers are kinda high but it does mean that even poorly armed raiders can be a threat. DT also does a good job mitigating hits, except against crits, which brings me to an idea.
DT doesn't do a good job mitigating against some low AP/rapid/auto weapons, which is nuts considering that's exactly the kind of weapon it should be best at mitigating.
uSea wrote:If Clever Prancer is seen as a must-have since it is the only defence against crits, then perhaps critical hits themselves do too much damage.
What if magical crits only did 2 x damage (double Base, double bonus dice, like regular crits do at the moment)
and regular crits only did +4d10 damage
This would be a reduction in burst damage suffered by players and npcs (especially with high-end weapons), and means that DT wouldn't be quite as overwhelmed as it can get currently. It also reduces math for non-magic weapons. Multiplying by 2 isn't hard but adding a set amount of bonus dice is even easier. 4d10 giving an extra 22ish damage isn't too shabby, especially since How We Do It Down On The Farm could increase it more.
I'd like to keep magical crits as a multiple of damage, so the really dangerous thing about magic crits would be that they scale with weapon damage (and perks, etc).
Or how about something like regular crits doing +2d10 damage and ignoring 1/2 DT (representing a lucky hit striking a weak point in the Armour/Hide/Shield)?
These are just ideas of course, but I think that critical hits doing less than 2x/3x damage is worth considering given how much of a requirement the only crit-defence perk seems to be for a character focused on combat.
I like the idea of reducing crit damage by a bit though, but adding flat d10s is probably not a good idea, since it would make low AP weapons much stronger on crits than they already are. I'd much rather go with 50% bonus damage crits, which /still/ isn't hard math, and makes sure that unless a weapon explicitly states it, all weapons are equal in terms of crit damage.