I disagree with this analysis: BDD is just another form of healing. Literally any healing makes you completely unkillable for a length of time in the game, the only difference is that with most heals the length of time is directly connected to how much damage you are taking, whereas with BDD the healing is variable and the length of time is fixed. (To put another way, a Restore for 30 health against someone hitting you for 1 damage every 3 seconds has given you 90 seconds of unkillable immortality, but a fraction of second against a huge enemy army. BDD against an entire army will give you like thousands of effective healing, but against that same guy hitting you for 1 damage every 3 seconds will barely give you double-digits worth of health even with huge intellect or salvation of time.)
BDD isn't just another form healing. It imposes a state in which a character cannot fall unconscious regardless of incoming damage. Which mean incoming damage per instance can be infinite and rate of incoming dmg can be infinite per unit time. And it also does not depend on the target's Health Pool.
Honestly, I think healing and BDD are quite different. And I can't really realistically draw a comparison.
Like I said to AndreoColombo, mathematically they're the same. Healing accomplishes one fundamental thing: prevents you from dying/knockout for a period of time. This is somewhat of an abstraction (in this abstraction, you are at 1 health and any hit would kill you/knock you out), but is also fundamentally true: healing 20 health accomplishes literally nothing in the game unless that 20 health would have prevented you from dying/knockout at some point. And how long that healing prevented you from dying/knockout is what lets you measure the relative strength of a heal.
The difference between BDD and a straight-forward "instantaneous" healing is how they accomplish that fundamental thing. Instantaneous heal effects gives you fixed numerical healing, so the effective duration of its dying/knockout protection is contingent on how much damage you're taking. So like in my earlier post, if you Restore someone for 30 health, against a weak fly doing 1 damage every 3 second, you basically prevented knockout for 90 seconds. However, if you are up against twenty Dracoliches, that Restore will prevent death/knockout by a mere fraction of a second. On the flip side, BDD gives you a fixed duration of protection from dying/knockout, but that means its numerical healing is the one that varies. Like I mentioned in the previous post, BDD is extremely effective when you're fighting twenty Dracoliches because it effectively is giving you a Restore for 1000s of health. But it's extremely ineffective against that weak fly (worse than Restore, in fact).
I think some people are getting hung up on the fact that BDD 's tooltip doesn't say that it "heals you" but that's really just an in-game semantics difference. If Deadfire was just a gigantic spreadsheet that you put numbers into, it would be extremely clear that BDD is just another form of healing. I would say that people who have taken high school physics or watch pop astrophysics on TV/youtube might be able to pick this up better, because you might already then be used to equations where you're treating "different things" (like mass/acceleration, mass/energy, or space/time) as essentially interchangeable because what ultimately matters is that the terms in the equation balance out and they're describing the same physical phenomenon. Except here, instead of E= mc^2 or F=ma or K=.5 * mv^2, it's immortalityDuration = damagePrevented / damagePerSec: a spell like Restore sets damagePrevented so the final immortalityDuration varies by damagePerSec whereas BDD sets immortalityDuration which means the damagePrevented depends on damagePerSec.
To further clarify, let's talk about Druids. Druids are probably the best way to illustrate the similarities between BDD and a Restore because Druid heals are essentially all periodic heals. That means that depending on the situation, their heals are more BDD-like (inelastic duration, elastic health restored) or more Restore-like (inelastic health restored, elastic duration). Let's say The Moon's Light heals 10 every 3 seconds, and lasts 18s. How long does it prevent death? Against anyone dealing exactly 10damage every 3 seconds, it is exactly like BDD for 18s. Against anyone dealing more than 10damage every 3 seconds, The Moon's Light is essentially a Restore for 10. Against anyone dealing less than 10 damage every 3 seconds, it functions exactly like BDD for 18s plus a Restore for any of the remainder. In effect, BDD is an alternate version of Robust/The Moon's Light that says "I will always heal you an amount every 3 seconds to prevent knockout, but the price is there's no excess for you to keep if you take less damage than needed to stay alive while I'm active."
The problem is that Brilliant treats every pool the same (+1 per tick) while those pools are balanced differently for the game. Spells are powerful per use but uses are limited, fixed pools have some good effects per 1 point but are endless, fluid pools need more points per ability but are refillable.
The whole problem is that Brilliant just gives +1 to everything regardless how powerful 1 point per pool is. And also that it gives multiclass chars double the resource than it gives single class chars.
I think the suggestion to scale the amount of time needed to restore a spellcast is a good one. Here's how I imagine it would happen:
single-class martial: every 3 s you get 1 resource restored.
single-class spellcaster: every 3 s you get 2 PL worth of spells restored, which accumulates if nothing gets restored and can never restore more than one spell at a time. So if there's a PL1 to be restored, it gets restored. However, if you only have an expended PL3 slot, then you have to wait another 3s (6s total) to have total of 4 PLs worth of restoration "stored up" and then you get your PL3 spell restored. If you only have a PL9 slot available, then you have to wait 15 seconds to get it back. I chose "2 PL" worth of spells because spellcasters get PL9 and the most expensive martial abilities take up 4 martial resources (Trickster bonus ability/spells gives us a pretty explicit mapping), so I think that would roughly equalize the power level for Brilliant between martial and casters.
multi-class: Brilliant goes round-robin
multi-class martial A/martial B: at 3s, gets 1 class resource back for A, at 6s gets 1 class resource back for B, at 9s gets 1 class resource back for A, etc. If for some reason A doesn't have any expnded resources, then Brilliant just focuses on B.
multi-class martial A/caster C: at 3s gets 1 class resource back for A, at 6s gets 2 virtual PLs back for C, at 9s gets 1 class resource back for A, at 12s gets 2 virtual PLs back for C, etc.
Edited by thelee, 18 September 2018 - 10:22 AM.