Example as in first post but with a little more numbers to grasp it.
Player 1 = 500 NR
Player 2 = 750 NR
player 3 = 1000 NR
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I'm not sure that you're actually proposing this, but just to be sure, the last thing you'd want is actual 'bands' of effectiveness. Step changes creating threshold values aren't pretty in a skill based system. It allows people to just reach thresholds and negates the value of all skill values in between the bands.
From a coding and process perspective, I don't think that setting different NR threshold values for each nano would be a good way to go. Essentially, that would be shifting the %age value range for each nano. With systems like this, you want the base applied process (the %age calc) to remain fixed and the data values for each nano to be the variable that you use to control balance. You can gain the same effect by instead moving the range of debuff values for each nano. So what you'd have would be minimum and maximum values for the debuff effect(s) which the %age calculation is applied to.
So, I think what you'd end up with is probably something like this:
All hostile nanos/procs always land (except a 3% fumble rate?). Local Cool-Downs/"Affected By" blockers control spamming.
AoE Effects land on everybody and are adjusted based on each individual's NanoDef stats.
You'd have the option of applying the percentage value to several values on a single nano... so you might apply the percentage to
both the debuff value
and the duration.
Perhaps even nano stats like Breakability could be included to help balance out the fact that hostile nanos always land. if you're making them always land, then including a chance of it breaking that's att/def checked makes some sense.
For each effect to be adjusted, FC would set a minimum and a maximum value - that could be Debuff effect, debuff duration, nuke/DoT damage, number of ticks of an effect etc.
The minimum value is called 0% effect.
The maximum value is called 100% effect.
When the Nano/Proc is cast, something like the following formula is applied:
Nano AR / Nano Def * 50 = %age of debuff effect applied.
General Skills budget variance between NanoAR and NR can be balanced across the board by adjusting the '50' value. If NR skills budgets have moved away from NanoAR across the board, then you could change the calc to: NanoAR / NanoDef *60.
Specific Skills budget variance on a given nanoline can be balanced by adjusting the min/max values on the effects.
Your general thought is that you can balance the trade-offs presently implemented using variable Def Checks, Attack Skills etc by varying the minimum and maximum values.
So in the NSD Vs E-NSD example, you might build it like this:
Present NSD - Def check 160, Duration 60 seconds, 2K debuff, unbreakable
Present E-NSD - Def check 100, Duration 15 seconds, 3K debuff, unbreakable
Changing it so they have equal max debuffs, padding max to 3.5K to account for the unlikelihood of 100% ever being achieved and assuming a 50% AR Vs NR calculation (equal skill)
Future NSD:
Duration: Min 5s, Max 90s = 47.5s with reduction
Debuff: Min 0000, Max 3500 = 1750 with reduction
Breakable on Weapon Dmg: min 0%, max 30% = 15%
Breakable on Nano/Debuff: min 0% max 10% = 5%
Future E-NSD:
Duration: Min 5s, Max 20s. = 12.5s with reduction
Debuff: min 2000, Max 3500 = 2750 with reduction
Breakable: min 0%, Max 0% = 0%
So, the higher duration on NSD is recreated by varying the min/max duration values. The higher Def Check that followed from that on the old versions, is balanced in the new system by making it harder to reach the higher debuff value. It is breakable - but less so when NanoAR is high, so the effect of certain landing and longer duration is reduced.
With E-NSD it's much easier to get a high debuff value - but its min/max duration scale is much reduced. It is also made unbreakable as a balance to the shorter duration.
Drain Effects e.g. Trader Divest/Plunder These could be collapsed into one line which over-writes itself on each cast, and each time they cast it, their higher NanoAR will push up the value of the debuff. It's actually quite elegant. But I think it would be better if the buff part also had a minimum and maximum to which the %age was applied. That way, their NanoAR would rise with each casting, giving a better debuff, but the Skill Buff maximum would restrict how far the NanoAR could increase.
Nukes and DoTs: I'd personally include them in the same way. Min/Max values (as now) with the %age value applied to those min/maxes. The question of whether you then apply AC to the resulting value or not is a difficult one. Since NR is then being used as a sort of AC reduction, you could argue that other types of AC shouldn't apply. On the other hand, professions that rely on Reflect in particular would be adversely affected.
On the whole, I'd personally tend toward not applying AC after applying the NR reduction.
Perks
I'm not sure about whether you should include Perks in this system. It's clear that there will be a difference between the way NR Def check perks are handled - because FC have announced that they are removing the AAD application to the NR checked perk landing calculations.
At the same time, applying such a completely different system to a subset of perks may not be viable or even desirable. There should be some consistency across the way that all perks work imho. This one's a tough call.
Does that capture your ideas/thoughts reasonably well?
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