I think the simplest way to balance strength builds is to make wpf reduction linear. It won't nerf most strength builds, only those that neglect all WM AND use very high armor values. I think this is a good first step before other more extreme methods (such as nerfing HP) should be considered.
Proposal:Currently, effective armor weight is a percentage-based reduction.
My proposed equation: effective_wpf = base_wpf - (effective_armor_weight * (middle_wpf/10))
middle_wpf is what the middleground should be for an average wpf value. Below this value is a WORSE penalty than what we have now. Above is BETTER than what we have now. A pure build can get 146 wpf at 5WM, so a value of 140 or 150 is good imo.
If it is 140, the equation becomes: effective_wpf = base_wpf - (effective_armor_weight * 1.4)After looking at this thread on
wpf and damage, it seems that damage tapers off at the sub-100 wpf level quite dramatically.
Now here's the thing- STR builds can easily get both bulk and damage without any effort.
High defence:Strength builds can have high levels of ironflesh. This is not that noticeable (but helpful) at low armor values. At medium levels, it's pretty great/balanced. At the upper end of middle armor and higher, the mixture of ironflesh AND high armor values can make a 3-9 hit for a low HP, high armor foe to 5-16 or even crazier values (using the
damage calculator). With looms, many medium armors can reach these high values.
High IF + High armor = much higher defence than the sum of its parts.
WPF reduction hurts everyone else EXCEPT strength builds:A medium to medium-high level effective weight is 13-17, after that, it begins to escalate (the >14 weight body armors).
With 17 weight, a 172wpf guy loses ~27.9 wpf, while a 111 wpf guy loses
around 18. That's a good 9+ lost, equivalent to a full WM point. A point in WM would give a pure build roughly the same amount of points each time, but then it gets penalized MORE for increasing it.
I think it's a double penalization for the already exponential wpf curve.With my proposed equation, 17 weight will deduct 23.8. The difference seems small, but that ~6 difference is equivalent to 1/4 or 1/3 of a PS. Heavy armor effective weight can reach values of 22+...
STR builds are rewarded for not having higher wpf due to less reduction from armor, when it should be build-neutral.
How this will affect current builds- Strength Hybrids will be minimally hurt.
- Strength builds with high armor will be hurt unless they put a few points into WM (not much..).
- The very highest weight plate would be more unappealing since weight jumps dramatically. Plate prices should probably go down a bit, since most would be using heavy-medium armor instead.
- or + Medium armor will be even more popular by pretty much all builds (incl. ranged).
+ Agi hybrids will receive a boost depending on how they distribute their points. It will be better to equalize wpf than having a low wpf sidearm, though.
+ If you wear light-medium or lighter, even strength builds won't notice a difference
+ Doesn't unfairly punish those who invest in WM.
+ Most builds buffed/have more freedom.
+ Very simple change.