Genome wrote:
While I see what you are saying, the Idol just has too much going for it to be allowed free-reign with an ability like Demolish. This was actually posted in a locked thread earlier this week, but long story short, Idol is very much out-of-control right now, and this has to do with the hit rate of Demolish. He is the best defensive team-pet in the game, coupled with very high health. Add Demolish not missing like it should and he has also become one of the prime damage-dealing pets in the game as well, with zero cooldown issues using said ability, and also makes the "negative" aspect of Sandstorm moot for the Idol player. In essence, he can go toe-to-toe and win against many pets that he shouldn't be able to.
If players with "low-rating" or mediocre players were the only ones using him, what you say about him being a "level-the-playing-field" type of pet may be true, but he is not being utilized by just these types of players. Put him in the hands of a skilled player and I'm sure you can see the problem
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I get what you are saying! And I agree to some extent.
I feel that Demolish might specifically be a problem on Anubisath idol. 50% hit abilities generally do not influence battles on pets other than the Anubisath idol. It would be more logical to change the Idols move set/breed/stat allocation, unless you feel that the 50% (65%) ability is a problem on the other pets as well. One could replace Demolish with Punch for example.
I do not think that these nerfs were needed, at least to this extent.
I would rather see a damage increase on Demolish-like abilities rather than an incorrect tool tip though. While I am not a fan of the 5.3 hit changes, I do feel that Demolish could scale better. It current does the same expected damage as 100% moves, there is no reward for choosing RNG unlike with other accuracy losses. I would not mind to see 40 Base Attack on 55% abilities. 80% abilities have 22.4 expected damage, I do not understand why a 50% ability should have lower expected damage. It currently does the same damage as bite, with the handicap of unpredictability!
There is no need for 26 (65%) or 30 (75%) expected damage though!
50% hit abilities are stuck with pre-5.3 damage. They have not received a buff in expected damage, unlike other RNG abilities.
Edit inspired by Poofah's explanation:
The problem that I am having with 50% moves is that there is no incentive to gamble, unlike with other RNG moves. It does 20 average damage, the same damage that Bite does. Once you get below 75% the rewards for gambling are diminished, which in my opinion is quite illogical. I believe that the Basic Attack should increase by more than 2 when you get below 75% accuracy.
100% accuracy gives 22 base dmg (20 avg)
95% accuracy gives 22 base dmg (20.9 avg)
90% accuracy gives 24 base dmg (21.6 avg)
85% accuracy gives 26 base dmg (22.1 avg)
80% accuracy gives 28 base dmg (22.4 avg)
50% accuracy gives 30 base dmg (20.0 avg)
The base damage gets increased by 2 for every 5%. 75% provides the biggest incentive for gambling. The benefit of gambling becomes smaller past 75%, because the graph is symmetrically shaped. There is no additional incentive for gambling at 50%
This is all hypothetical:
100% accuracy gives 22 base dmg (20 avg)
95% accuracy gives 22 base dmg (20.9 avg)
90% accuracy gives 24 base dmg (21.6 avg)
85% accuracy gives 26 base dmg (22.1 avg)
80% accuracy gives 28 base dmg (22.4 avg)
75% accuracy gives 30 base dmg (22.5 avg)
70% accuracy gives 32 base dmg (22.4 avg)
65% accuracy gives 34 base dmg (22.1 avg)
60% accuracy gives 37 base dmg (22.2 avg, instead of 21.6)
55% accuracy gives 40 base dmg (22.0 avg, instead of 20.9)
50% accuracy gives 45 base dmg (22.5 avg; instead of 20)
Because of the bug 50% abilities were hitting more often, this resulted in an increase of avg dmg increased. They might have done 26 for 65% hit rating or 30 for 75% hit rating. These numbers are not in proportion with other average hits. I however find it quite illogical that the rewards for gambling diminish from a practical point of view, to the point where this benefit gets removed. Why would you discourage RNG once you get below a certain hit %?
I would like a solution in between these two numbers.
If you make the scaling less symmetrical, the average damage would stay the same after the 75% mark. The benefits of gambling would stay similar after this point. If you give 55% hit moves 40 base attack, the average damage would be in proportion with other RNG moves.
Note:
I would propose 55% accuracy with 40 base attack. 50% accuracy with 45 base attack might make this move too strong in combination with Uncanny Luck.