Stabilis
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quote:
Strength: Increases base damage range of Primary, Sidearm, and enhances certain skills. Dexterity: Increases physical defense, increases the chance to block, and enhances certain skills. Technology: Increases energy resistance, deflect, robot damage and enhances certain skills. Support: Increases base damage range of Auxiliaries, increases chance to go first, critical strike, and rage rate; reduces chance to be stunned and enhances certain skills. My suggestion 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) (50%), increases base damage range of Sidearm (50%), enhances NO 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 buffer skills (defense matrix, reflex boost, energy shield, technician, etc.), enhances field medic, and enhances certain skills (certain in this context meaning 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: Applies 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, comparative to AQ (if you didn't know is extremely balanced for stats... each stat is powerful by itself but needs many points to truly be effective), part 1 of 2 for improving ranged weapons to avoid OP stat abuse, and also avoid incoming damage from weapons, but, as stated above, only 50% effective (normal = 1 upgrade per 4 stat points-----50% = 1 upgrade per 8 stat points). 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 weapon accuracy. Support: Support becomes a supporting stat! It will rather aid combat situation tactics rather than something destructive. Improves Auxiliaries by 50%, also enhancing skills that boost the player. Support will be severely crippled so field medic can be improved by support again. Defense: Improves physical defence only. Resistance: Improves energy resistance only. Luck/Chance: Needed to be separated from basic combat stats. Support is currently half skill and half not. Support is one or the other, disorder causes confusion. 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%), malfunction (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 affects: Any skill using random variables (such as cheap shot or maul) (50%). EDIT About Focus (this section is newer): Focus improves when 7 stats are balanced. Therefore, to make focus possible, 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. EDIT About Stat Progression and Decay (this is the newest section): Stat Progression - Wiki New stat progression: Everyone knows just how vast stat points are right now. On my character alone, the total of my stat points is: 26 (armour) + 27 (sidearm) + 26 (auxiliary) + 36 (primary) + 132 (levels) = 247 stat points. That can be a maxed out stat, or two stats at 120 points each. WOW. All stats except for energy and health stop progressing at 165 stat points. The current issue in today's game-play is different power levels between players. Because some skills actually improve with these stats, you have a reason to worry about damage and protecting your health from such attacks. I am proposing an idea: change the way stat progressions work so that numerous stat points do not sum up quickly to handicap a player's damage output or damage input. The way decay works, is that culminating stat points (the more stats you add), become less effective the larger the number. This can divert higher level players to focus just because they want the most out of their stats. This is not productive. New Stat Progression If you can see the pattern, all stats after the 20th row gain a boost. This is level scaling. For every 20 levels worth in stat points (approx. 140 stat points), the range or effectiveness of stats increases by a small amount. To explain the Sidearm and Auxiliary progression in a few statements, DEX, TEC, and SUP apply 50% of the normal range that something like STR has per every 7 stat points. For Sidearms, the damage range of DEX and TEC combine to make one totalled range. Same goes for Auxiliaries, who's damage range is a combo of TEC and SUP. This way, you can NOT abuse one stat to make a weapon OP (Primaries are an exception to this rule). What would you suggest for health and energy (HP/MP) in accordance to stat progressions? 1 stat point for every 1 health point, or 1 stat point for every 2 health points, or 3 or 4 or more? EDIT About Primary damage (newer than newest): Strike is the one skill of all skills that has absolute zero cooldown. Also, since blocking is purely a system of random number drawing, Strike is a reliable form of constant damage output. I have a proposal for penalizing Striking. Exhaustion: For every successive Strike, the damage of Strike is temporarily reduced. Strike damage is restored once a turn has been spent doing anything other than Striking. The maximum damage reduction is 33%, at 11% damage reduction for every successive Strike (3 Strikes in a row will reduce Strike damage by 33% until Strike is not used). As already mentioned, agility will be removed. Expect higher values for damage and healing... total health, energy, and stats will increase.
< Message edited by Depressed Void -- 2/15/2012 20:39:05 >
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