*EDIT: Looks like a lot of this wound up getting in so feel free to save yourself an extra read if you fancy!
We wound up hitting the character limit so I'm not sure if this'll make it in, but wanted to give some extra info on some of the stuff with Agility that might not be able to be edited into the Gazette:
For this project, we looked into Run Energy itself and proposed a couple of changes.
- Buff the rate at which Energy regenerates (Energy regen rate)
- Change the rate at which Energy drains to:
--- Scale off of Agility level
--- Scale harder with higher weight
Since weight in-game effectively ranges from 0-64kg (values either side of this don't actually impact your Energy drain rate!) we made comparisons using weights of 0kg and 64kg.
Without going over a bunch of maths regarding the formulae for Energy drain and regeneration, we'll drop a few comparisons below.
To compare how Energy works in the Live game vs. our proposed rework, we calculated a ratio of restore rate vs. drain rate. At each Agility Level and weight, this ratio can be compared between 'Live' and 'Proposed' so that we can understand how Agility levels and Weight will affect going fast (a.k.a. running) with our proposal.
At a glance, here's how our proposed rework stacks up, remember that the comparison is a ratio, worked out as Energy Restore rate divided by Energy Drain rate:
1 Agility
1kg - 150% buff vs. Live
64kg - 17% nerf vs. Live
20 Agility
64kg - 0.8% buff vs. Live
This is the 'breakpoint' at which our proposed system is always better than what's currently in-game.
50 Agility
1kg - 191% buff vs. Live
64kg - 26% buff vs. Live
99 Agility
1kg - 153% buff vs. Live
64kg - 48% buff vs. Live
Ultimately the aim is to get you running more often and running earlier, while trying to improve the value of Agility levels. This opens up room for us to consider adjustments to Graceful that might make it a little less ubiquitous and hopefully get you all out in your best fashionscape!
There's a whole bunch of other considerations around things like potentially increasing the weight cap, adjustments to energy/super energy/stamina potions early on, though it's worth noting that in instances where you're constantly running (e.g. ZMI, Blast Furnace) that stams would still be essential.