Not unless you don't actually give the effect over to that other person and instead generate some sort of new unit to cast the ability without benefiting from any player's damage modifiers.
Which, if you give over possession, will be worth 25% more on them if they have 25% more damage buff value up than you do (e.g., a Fight or Flight while you have nothing).To be clear, at it's most basic level, my idea boils down to 'take my nuke potency and put it on another players next attack'.
For this to work as you imagine, the amount of damage (which cannot be simple potency, since that is an input, not an output) to be attached to the recipient's actions would have to be pre-set much like a barrier's HP (but without any possible recipient-dependent effect on that amount saved), AND exempted from the recipient's damage amplifiers, AND capped to a total value if applied over multiple hits, AND done as a separate action.
It's possible to do, but then at "best" it makes it so that timing and target selection doesn't matter whatsoever, and at second best its optimizations are identical to +%Damage.
Aye, but see above. You have to decide how distinguishable you want its best use case to be from its worst.Perhaps if explored properly, this could be a gimmick for a healer other than AST?
Given sufficient new tech, yes, you could balance it marble smooth so that nothing matters whatsoever. You could make it so the recipient's actual output over the period to be affected is what matters (as +%Damage), or you could have different components of that output be weighed differently such that a normally worse choice (under +%Damage) could be the better choice instead.
Personally, +%Damage already seems a good balance between knowing your party's damage dynamics and 95+% of your attention being demanded just to math out the best recipient for the particular span of time, etc. I wouldn't hate a job having the latter, as we could always just do less than what is optimal and still feel pretty satisfied with that gameplay, but I also don't think it'd be treated as a noticeable improvement to most players. On the other hand, I do think a balanced-flat buff would be the least appreciated of all.



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