DIMINISHING RETURNS IN

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  • Опубліковано 3 січ 2025

КОМЕНТАРІ • 61

  • @cantide
    @cantide 4 місяці тому +92

    Diminishing return is what you get when you are in an outpost with Sharen helping others in public and a Bunny appears

    • @jimstewart8122
      @jimstewart8122 4 місяці тому +4

      😄😄 Brilliant! And so very, very true.

    • @ktulu3767
      @ktulu3767 4 місяці тому

      Speak UP, tell em what they did wrong. If they aren't a noob, then ok, bitch at em. But do you? Plus, should be having more peeps actually play the game and go get sharen, she ain't that hard to acquire, nor have a basic ass duration build. Smdh

    • @netia2
      @netia2 4 місяці тому +4

      😂😂😂 this is so freaking true!

    • @Retrospxa
      @Retrospxa 4 місяці тому +7

      Well im using bunny if i see sharen i will quiet and hide

    • @SnoopVee
      @SnoopVee 4 місяці тому +2

      EXCUSE ME SIR......As a Bunny main i take great offense to this lol

  • @jasonhartman6092
    @jasonhartman6092 4 місяці тому +8

    Another way to think about it is that numbers that are closer in value together when multiplied result in a higher value. Let's take the number 20, for example: 1x19=19 whereas 18x2=36. That is true for any numbers adding up 20 until you get to 10x10=100. Another thing to note is that the difference between each set of numbers gets smaller with each set. The difference between the first two sets, 19x1 and 18x2, is 17, but the last two sets, 11x9 and 10x10, is only a difference of 9. There are diminishing returns there as well. So basically, hyper investing all of your stats into one value, like skill power will always result in a lower damage number than if you had spread your stats out evenly between skill power, element skill power, or other skill powers like Tech, Dimension, etc. I hope this helps in deciding what mods to put on your characters and what sub-stats to look for on reactors.

    • @ryechew
      @ryechew  4 місяці тому +1

      this is a good way of looking at it too

  • @dannynguyen652
    @dannynguyen652 4 місяці тому +2

    3:24 everything except skill cooldown. If you think about it from the perspective of casts per unit time per point of CDR increase, that asymptotically approaches infinity as it you get closer to 100% (ignoring cast animation time)

  • @samst-louis9389
    @samst-louis9389 4 місяці тому +37

    Speaking of reactors, I really hope Nexon will remove the useless stats, like why in hell I would want a burning reactor with toxic power boost ratio? That just makes the grind more tedious for no reason. 😕

    • @himu96
      @himu96 4 місяці тому +8

      Maybe its to much to ask, but i want to have some control over my reactors and reroll them like weapons, don't care if it is Expensive material wise

    • @ryechew
      @ryechew  4 місяці тому +5

      honestly if I could just reroll the weapon on the ammo type id be happy but having fire on a frozen is dumb. I see why though from a coding perspective

    • @FSDraconis
      @FSDraconis 4 місяці тому +4

      It is worth noting that from game design. They are not designing mechanics to make it easy to get what you are looking for. RNG for instance isn't designed to help you win. It is designed to actually reduce your chances to win. From the developers mind set, 'how do we keep players playing the game'?... Now, if they were to lock in reactors to only have their element. Then they would have to counter that with something different. Probably to get roughly the same odds they might add in 4 more sub types besides what we currently have. Or add in 4 new elements of reactors to increase the over all pool. Personally, I would prefer a crafting system option for modifying reactors/external equipment. I am waiting to see how this new filtering system will work. I don't think it will be as good as auto scrapping anything that does not fit our search. Cause that would be ideal at this point with our limited space.

    • @JohnS-ib5vn
      @JohnS-ib5vn 4 місяці тому +2

      ​@@ryechewyes from a coding perspective it's understandable but it makes it really difficult to get ideal perks on the reactor. Rerolling the perks would be perfect and I'm sure we'd have to have a resource to grind in order to reroll.

    • @realnachural
      @realnachural 4 місяці тому +3

      Preach, also , we shouldnt be getting blue stat rolls on “hard mode- only purple and gold should drop in hard mode.

  • @jason___4010
    @jason___4010 4 місяці тому

    I definitely would love to see how you build Ajax! That's my main right now.

  • @MasterStacona
    @MasterStacona 4 місяці тому +1

    Diminishing returns better explained:
    You have 1 Apple, you add another apple, now you have 2 apples. This is a 100% increase in apples.
    You have 2 apples, you add another apple, now you have 3 apples. This is a 50% increase in apples.
    You have 3 apples, you add another apple, now you have 4 apples. This is a 33% increase in apples.
    You might be adding +1 apple to the pile every time, but the value of each apple goes down the more apples you acquire.
    Now someone offers an one time offer to double your current apples at any time.
    If you double with only 1 apple, then you have only 2 apples.
    If you double with 4 apples, then you have a whopping 8 apples.
    In First Descendent terms: you want to balance out separate multipliers with each other.
    For Example:
    If you gain 100% skill power, your skills deal double their damage.
    If you increase it by a further +100% skill power, this is a 50% increase instead of the initial 100% increase.
    Now if you double your critical damage value, you deal 100% more damage when you crit.
    If you just doubled your crit damage without increasing your skill power by 100% then you just double your damage on crits.
    If you give yourself 100% skill power and double your crit damage, this will, in total, quadruple your damage since you are increasing your damage by 100% and increasing your damage again by 100% with the crit.
    Basically, stacking everything from one source nets you less of an increase than if you balance out your increase from multiple different types of values.
    Hope this helps!

    • @ryechew
      @ryechew  4 місяці тому

      Yes. i really like the apples!!

  • @AscendAndSee
    @AscendAndSee 4 місяці тому +3

    I'm confused. What on earth did people THINK it meant?

  • @Shifft-This
    @Shifft-This 4 місяці тому

    I've been playing games with diminishing returns since World of Warcraft. I'm a little surprised some people find this new.

  • @arcvasto1481
    @arcvasto1481 4 місяці тому

    The only TFD youtuber ill watch

  • @Justynmebank
    @Justynmebank 4 місяці тому

    I think the term you are actually looking for is opportunity cost

  • @SuperfluousIndividual
    @SuperfluousIndividual 4 місяці тому +3

    I've always had this thought about this game and Nexon's devs who designed this game.
    They decided on the variables, they decided on an order, closed their eyes, went to town with PEMDAS and finally called it a day.

  • @andrewmorris32
    @andrewmorris32 4 місяці тому

    Fix the drop rate those are the most diminishing returns

  • @Pirupirupirunoban
    @Pirupirupirunoban 4 місяці тому

    Enzo build PLS 😢😢

  • @Walt_Chocolate
    @Walt_Chocolate 4 місяці тому

    Diminishing returns as like taking on 5 guys at once.
    🧍🧍🧎‍♀️🚶🧑‍🤝‍🧑

    • @ryechew
      @ryechew  4 місяці тому

      no thats fine. Diminishing return would be taking on 1 guy five times lol

  • @Ashcroft1313
    @Ashcroft1313 4 місяці тому

    😮 oh my..

  • @loganharvey8086
    @loganharvey8086 4 місяці тому

    Also waiting in the season. Log in to keep energy activators and catalysts building but other than that I am spending time on other game right not

  • @EcchiRevenge
    @EcchiRevenge 4 місяці тому +1

    I can't believe gamers need to learn this in this game when there are so many other games that did similar things.

    • @tehevilengineer7939
      @tehevilengineer7939 4 місяці тому +2

      they are wrong in those too.

    • @MasterAarott
      @MasterAarott 4 місяці тому +4

      Most other games don't have Ryechew here to explain it tho

    • @ericmatthews9894
      @ericmatthews9894 4 місяці тому

      I can't believe some people think everyone has played games like this before.

    • @EcchiRevenge
      @EcchiRevenge 4 місяці тому

      Oh it's just basically the industry standards in rpg stats in what seems to be all arpg for over a decade, must be new to you people who only started playing games yesterday.

    • @ericmatthews9894
      @ericmatthews9894 4 місяці тому

      @@EcchiRevenge Whether it's been the industry standard for 10 years or 20 years doesn't matter if a person has never played a game like this before.

  • @estapeluo
    @estapeluo 4 місяці тому +2

    I think there is a misinformation inside many games (mechanics,sheets,calcs) about what is considered giving you dimishing return and what isn't.
    Dimishing return is loosely as for the same amount on increase value, the return final product value is less than before - in many game this is done artificially after a (or many) "breakpoint" value (to avoid the linear or exponential growth, and force a logarithm growth).
    If another value (B) is increased and give you a higher product return, doesn't necessarily means the value (A) is dimishing your return if both scale at same pace (and others value are kept constant).

    • @MasterStacona
      @MasterStacona 4 місяці тому

      Diminishing returns is a real term, it is not a gaming term. It applies to everything in life.

  • @Robstar0
    @Robstar0 4 місяці тому

    So what the gaming community means by diminishing returns are not really logarithmic functions literally lowering the effect of a mod. What they mean is: "It's better to improve the other (lower) stats that are used in the multiplication because the product will be a higher number". Given the fact that using a mod costs you points.
    The return is not diminishing, but the potential for a higher end result is wasted. Completely different thing!

    • @jasonhartman6092
      @jasonhartman6092 4 місяці тому

      @Robstar0 strictly speaking, you are correct. As far as I'm aware, there isn't a specific function that governs how much power a certain stat contributes to your overall power at certain values. Like, saying that having 77% skill power specifically translates to 40% damage increase and adding 20% more skill power translates to 50% damage increase. Those types of things are usually used when you have hard values. For example, in Diablo 4, a specific amount of main stat translates to a specific amount of skill damage. True diminishing returns would be if adding 100 more main stat doesn't give you as much skill power after a certain point. It gives less and less. Thankfully, it doesn't function this way, though.

  • @eclipsos8187
    @eclipsos8187 4 місяці тому +3

    Here as fast as possible

    • @ryechew
      @ryechew  4 місяці тому +2

      The first lol

    • @aoiminase
      @aoiminase 4 місяці тому

      @@ryechewis it good to use chill specialist on viessa? Cause I’ve still got no luck to get focus on chill

  • @NotoriousNickNorris
    @NotoriousNickNorris 4 місяці тому +2

    While I already understand what diminishing returns means and how it typically applies to video games, your video just made it sound so confusing.
    You gave examples without applying them. This is a case where I suggest you go back to the drawing board, literally, and show your work.
    I love your videos, but this one just felt... Off.
    Show additive vs multiplicative: how they differ, and how they cross over.

    • @NotoriousNickNorris
      @NotoriousNickNorris 4 місяці тому +2

      50 + 25% = 50 x 1.25 = 62.5
      Vs
      50 +25% = 50 + 25 = 75%
      Many players don't know the difference, and when a game like The First Descendant foolishly, (or intentionally?), uses x0.2, x20%, +120%, x120%, +20%, and other variations... It can be hard to decipher.

    • @MasterStacona
      @MasterStacona 4 місяці тому

      He did explain it poorly.
      The two types of diminishing returns are natural and artificial:
      1. Natural diminishing returns applies to everything which is simply the more you have of something, the less valuable it becomes.
      i.e. 1 apple when you only have 1 apple is priceless and gaining another apple makes you twice as wealthy as before with apples, but gaining 1 apple when you already have 100 apples only increases your apple wealth by 1% and you don't really care about it much by this point.
      2. Artificial diminishing returns is when something like a game developer further decreases the value of a stat the more you acquire beyond what natural diminishing returns would offer.
      i.e. 1 apple and gaining another apple will double your apple value, but you acquired 100 apples and gained another apple and instead of by a 1% increase in apples you have, it is determined by the game developer that the apple is only worth 0.2% more apples to try to forcefully discourage apple hoarding and instead try to get everyone to only have a few apples.

    • @xfrail
      @xfrail 4 місяці тому

      ⁠​⁠@@NotoriousNickNorris: quick question, when would it be that we might see 50 + 25% & have to guess that its actually meaning 50 x 1.25 = 62.5 ? Ive been learning so much since I started playing this game - Ive never played one like it before, so its been quite the experience 😅

  • @Tizzil
    @Tizzil 4 місяці тому +1

    Yurrr

  • @wtfman2049
    @wtfman2049 4 місяці тому +2

    the best diminishing return i could avoid was starting TFD again

  • @Killercroc20000
    @Killercroc20000 4 місяці тому

    🐈👈🏿

  • @Casevaiandando
    @Casevaiandando 4 місяці тому

    WATAH BATLE

  • @dwayneayoungjr5915
    @dwayneayoungjr5915 4 місяці тому

    ok i have to hop on the train yeeerrrrrrrr!