Rebalancing Battle after nerfing of Gambit

By Severian of the Light Eternal · · 66 views · 3 upvotes · 4 replies

It is agreed that the Gambit skill was probably overpowered.

However, it has now been nerfed to activate only after a minimum roll of +12, and there is now a 3-turn cool down period, even if Gambit missed.

Combined with a 5-turn cool down period for Battle Cry, this has tipped the scales too much in favour of Mobs.

I suggest that the Gambit cool down period gets activated only once Gambit has actually hit - as is done in the case of Battle Cry.

Also, perhaps buff the normal attack, since this is often the only option left after cool downs and Skill Steals (buying Boosts becomes prohibitive when combined with energy requirements for other actions, like collecting, etc.).

Replies

saiki ·

I agree with this, gambit is nerfed too much as it is not worth to use it anymore. Using normal attack is even works better than gambit.
Nerfing gambit was indeed necessary but not like this.

Sui ·
  • Previously, the average DPT (Damage per turn) for maxed Gambit and maxed Power Strike were: 3.0x & 3.5x (respectively).
  • New DPT formula is: 0.5x & 1.66(6)x

In realistic scenario however, real outcome heavily depends on amount of turns Battle takes; and RNG - as the more times Gambit misses, the more turns we need to recover (catch up) to lost DPT (potentially requiring 15-30 turns+). By the time it happens however, the Battle might be already over.


If we compare it to a different skills, like for example Battle Cry - which provides average: 2.25x ATK buff for next 2 turns (on just lvl.1)...
by utilizing it for a simple Normal Attacks, we can easily achieve the same DPT as the maxed Gambit, BUT with more stable DPT & without RNG factor (on a top of saved Skill Points).

Theoretical examples:

  • MAXED GAMBIT + NORMAL ATTACKS (4 turns scenario):
    1 Gambit + 3 Normals = 0.5x DPT + (3x100%) = 200+300 = 500% dmg

  • Lv.1 BATTLE CRY + NORMAL ATTACKS (4 turns scenario):
    1 Buff + 2 Normals = 0 + (2.25x100%) = 450% dmg
    if we add 1 more normal attack (to align with Gambit's 4 turns rotation), we reach 550% dmg


Because these are only theoretical values, the more accurate outcome we get actually within at least 9 turns scenario (since Gambit is 50/50 and Battle Cry has longer CD).
In that case:

  • 9T: Gambit+3N = 500%x2 + 1 Gambit = 1000% + 200% = 1200%
  • 9T: B.Cry+Normals = [ 1 Buff + 2 Normals ] x 2 + (3x100% NoBuff Normals) = 900% + 300% = 1200%

While we could argue that Gambit situationally, can have a slight edge (if ex. Battle ends within 5 or 13 turns), it's very clear that it can barely compete here; and can do it only when it's Max Level.
And spending ~30 Skill Points + Sacrificing 1 Skill Slot, is a significant opportunity cost.

new gambit.png BattleCry.png
Sui ·

And while I do agree it shouldn't go on CD if it fails (given new CD), I don't think it will really make this skill that worthwhile, because again: It's an opportunity cost, in terms of Skill Points (+30) and Skill Slot.

If TokenLord wants to "hear" some suggestions, then honestly it would be better if it was in form of open live-discussion, as we don't really know what he wants to achieve with Skills revamp.
Even a small change may affect final multiplier result by a lot.


Imo the general focus should be more on lowering DPT from skills (especially if combined with multiple active skills for OP combo).

The Original Gambit which we had, could be easily nerfed by 50% (from 3.0x to 1.5x DPT) by simply adding 1 turn CD.
But I assume that's not the intention he has in mind (I can only be guessing), so setting something like 2 turn CD and increasing DMG multiplier a bit, could easily contribute to desired final outcome.

If his intention is to make fights / builds more "diverse", there are other possibilities, such as granting extra dmg (or maybe 100% hit chance) to Gambit ONLY when enemy is in Defense or Idle state (just like it was originally in old battle system).
This way the skill would be still good - Good as worth to have, but no longer spammable, requiring a bit more of planning & attention to each fight.

DaddyD ·

Agreed.