Itai no wa Iya nanode Bougyo-Ryoku ni Kyokufuri Shitai to Omoimasu - Vol. 1 Ch. 4

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@Gianoria

They did partially nerf her, by limiting the usage of her skills to a daily amount, but they couldn't find any justification for totally removing them. Later she finds an... exploitable thing as well, provided they could kill a really tough boss.
 
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Could've just capped the damage reduction. A lot of games implement an armor formula with diminishing returns. For example, in Warframe damage reduction goes (armor / [300 + armor]), so you quickly reach the 50% DR mark (300 armor) but then twice as much armor (600) will only give you 66% DR, and it gets increasingly harder from there, to the point it's practically impossible to go past 90% DR.
 
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y am i so jealous of a character that is given some cheats in a story...
 
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Armor in warframe actually doesn't give diminishing returns. The first point of armor gives the same amount of effective health as the thousandth.

The problem with this game is damage seems to be rounded down, or to the nearest, and not up. Taking attacks should always cost HP.

That and Gross Eater is flat out over powered. Can eat weapons, spells, and even players for a one hit kill, with no mana cost and no cooldown.
 
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It's funny to see people think that Maple is OP even though
That's not even her final form.
Nay, that's even her 2nd weakest form so far in the novel.
 
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@TheVanguardKing Wiki says EHP gains are linear, but Damage Reduction is inverse quadratic... https://warframe.fandom.com/wiki/Armor

I won't disagree that Gross Eater is OP, but to be fair none of the devs probably thought "Hey, maybe someone in this super VR experience is gonna eat these gross bugs and an entire fucking hydra alive."

@Blaze12100 I base my assumption on how it doesn't eat surrounding grass, trees, bushes, and ground when devouring players. But you're right that it may very well eat terrain selectively.

In which case my plan is this:
Lie down in front of her and wait for death to take me.
 
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@datamaru
Yeah.
Because when you try to balance a game while trying to give as much freedom as possible to the players, you always ends up no noticing something.
For example that the combination of skill (eating anything) and an item (a great shield) would be game breaking.
Or the combination of some stats and a skill/item.
Or the combination of some skills that two different players have.

Here is an example for the secon categories that i slightly spoilery (not that much but I still want to warn you)
The game has a skill called "Cover Move" or something like that.
That skill allows a Tank to instantly move to one of their ally to protect them.
Obviously the skill has a limited range, but it's a good skill for a slow tank who suddenly needs to protect a priest who is suddenly under attack.

Then you have Mapple who is so slow that she can't move at the same speed as her allies.
So her allies simply move ahead of her and Mapple uses Cover Move to teleport to them when they are at the limit of the range.

And the dev can't exactly fix that without making the skill useless for everyone else too.
 
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@Gianoria
I see. The author is truly thinks ahead about how he handle system skills in his manga. But somehow it's kinda random and still too convenient, especially with adding your skills to items. It's still a good read though.
 
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All this is just a preview. After all
There's no stopping her. To try is an exercise in futility
 
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@datamaru
I mean, of course it's a bit too convenient.
This novel wasn't made to be realistic.
It was made to follow the adventure of a cute girl who made a character that shouldn't viable in a game, but somehow managed to become the True Demon Queen by breaking every single skills in the game.

The story is supposed to be dumb, fun and cute.
So you can just enjoy Mapple destroying everything while having a cute smile and stop considering how such a game wouldn't be a good game in reality.
 

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