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Old December 2, 2016, 17:27   #33
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Originally Posted by fizzix View Post
So a purely reactive approach is going to give FA a much higher power and cost just because of the sheer large number of monsters it protects against and the lethality of those attacks. I'm not sure how we get around this and similar issues with a simplified algorithm. I have a feeling things will need to be hand-tuned.
This sounds like a vote for scaling object power valuations based on how common the power is. Speed wouldn't be considered an especially valuable power if 50% of items had speed, for example.

Do we need a supply/demand curve?
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