Stabilis
Member
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I never win in item statting, I always have focus and focus (believe it or not) is always an option for me because of the requirements. If we had more stats (stat types not points), we could remove requirements because of how weak each stat would be. I'm going to slam this quote from balance again. quote:
My suggestions for stat attributes: Strength: Increases base damage range of Primary, rage rate, and enhances certain skills. - Dexterity: Increases the chance to block and the accuracy of Primary (only 50% effective), chance to dodge (ranged weapons can completely miss) (only 50% effective), increases base damage range of Sidearm (50%), and enhances certain skills. - Technology: Increases robot damage, increases base damage range of Sidearm (50%), increases base damage range of Auxiliaries (50%) and enhances certain skills. - Support: Increases base damage range of Auxiliaries (50%), increases the effectiveness of personal buffs (defense matrix, reflex boost, energy shield, technician, etc.), enhances field medic, and enhances certain skills {and by certain I mean very few offensive skills}. - Defense: Increases physical defense. - Resistance: Increases energy resistance. - Luck/Chance: Increases chance to go first, critical strike, chance to connect for Primary-Sidearm-and-Auxiliaries, reduces chance to be stunned, and enhances certain {new} skills. Strength: Goes well with the the Strike skill which is infinite, and can crush through tanks with the ability to amplify rage. Dexterity: No longer counts for defense, which protects from half of all attacks, realistically, and comparative to AQ (if you didn't know is extremely balanced for stats), will make ranged attacks better, and also avoid incoming damage from weapons, but, as stated above, only 50% effective. Technology: This becomes mostly an offensive stat, improving all weapons except for Primaries. Robots improve by this stat 100% like it does right now, but Sidearms and Auxiliaries only improve by 50%. DOES NOT AFFECT ACCURACY. Support: The helper stat, improves Auxiliaries by 50%, also enhancing skills that boost the player. THIS INCLUDES IMPROVING FIELD MEDIC AGAIN BECAUSE SUPPORT IN THIS VERSION IS ALMOST BALANCED. Defense: Improves physical defense independently from stats that affect other forms of defense (blocking, which dexterity does, for example). Resistance: Improves energy resistance independently from stats that affect other forms of energy defense (which would have used to be technology). Luck/Chance: Needed to be separated from basic combat stats. Support means third-party aid. NOT GAMBLING. EDIT (this section is new): Strength affects: Massacre, bludgeon, double strike, intimidate, berzerker, maul, frenzy. Dexterity affects: No skills. Technology affects: Smokescreen (50%), EMP grenade (50%), multi-shot (50%), stun grenade (50%), plasma bolt (?) (50%), overload (?) (50%), malfunction (50%), plasma rain (?) (50%), super charge (?) (50%), bunker buster (50%), surgical strike (50%). Support affects: Field medic, energy shield, reflex boost, defense matrix, technician, field commander, artillery, reinforcements [increases your support or your ally's support during combat], oppose [strike and weaken an enemy by reducing their support in combat], surgical strike (50%). Luck/Chance CAN affect: Any skill that uses a luck factor (such as cheap shot or maul) (50%). About Focus (this section is newer): Option A: Focus still improves the same way it does now. 4 stat points are given per each level up. Option B: Focus improves when 5 to 7 stats (can include defense, resistance, and luck/chance) are balanced. Therefore, to make focus possible, 5 to 7 stat points are given per each level up. Agility is removed. Example: Level 1 Focus = 25 Strength, 25 Dexterity, 25 Technology, 25 Support, 25 Defense, 25 Resistance, 25 Luck/Chance... and so on. I still have to work on this suggestion, as I also have to think about more ways to work with focus. Focus could be its own unique stat so that it doesn't interfere with multiple stat types. Because the effects of stats have been split (a little here but not much), requirements won't be needed as stats by themselves aside from our current attack stats (strength/support) give fewer bonuses at less points allocated. In this version, the way strength and support scale will be lessened (right now its around +1 base damage for each 4 stat points, it could be +1 base damage for each 8 or 10 points). Requirements concentrate and restrict a single stat.
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