Stabilis
Member
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Now the problem is this, from the perspective of a level capped player: Dexterity and Technology's Defense and Resistance improve at approximately the same rate as Strength and Support's base damages. The differences are actually more noticeable with the more stat points involved, as the difference between protection and damage increases. Using this information, we can see that D/R and damage (from stats) are balanced. But, weapon damage is 35 (minimum) and armour is 10 points. 25 damage difference (minimum), is therefore the difference between Strength VS Dexterity or Support vs Technology... which is why you or I may think "20" or "30" is the average damage per turn. Solution for these high counts of damage? If Technology and Dexterity do not change their progressions, the other option would be to raise armour protection, up to 35 points. Which, matches the Primary (Strike), and the calculated or final damage would be the difference between stat points... like the mentioned Strength VS Dexterity. It would also help, because players may not all be fond of using a high degree of protection, that instead we could use the points for protection as health instead. Finally, because a point of D/R is based on the progression of Dexterity or Technology, changing a point of D/R to health is relative to 3 4 5 6... etc points based on the player's current progression.
< Message edited by Depressed Void -- 2/24/2013 12:23:39 >
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