| goldslayer1 Member
 
 
   | Before i get started with the numbers and math balancing behind this idea, i want to tell you how this would be beneficial. to start out, this idea has already been suggested before, and has now been confirmed by Titan to be included as a feature in the upcoming game phase Omega.
 
 
 quote:
 @Titan_EpicDuel
 
 Like the look of an item, but wish it could have better stats or more damage? In Omega ANY item can be improved to level cap!
 the suggestion im making basically makes sure that the items will be balanced in terms of lvl.
 and its a good suggestion because Damage, Stats, and Requirements rises in terms of %s as your lvl rises. so it keeps steady increase in all of these things.
 
 
 L = Player lvl #
 
 VARIUM Items
 Weapons Damage Formula: Primary, Secondary, Auxiliary
 L X 1 = Weapon Damage
 
 Example: lvl 35 weapons have 35 damage
 
 
 Item Stats Formula: Primary, Secondary, Auxiliary, Armor
 Primary: L X 1 = Weapon Stats
 Secondary: L X 2/3 = Weapon Stats
 Auxiliary: L X 2/3 = Weapon Stats
 Armor: L X 2/3 = Armor Stats
 
 Example: lvl 35 primary has 35 stats, lvl 35 guns/aux/armor have 23 stats (after rounding up)
 
 Armor Defense/Resistance:
 Armor: L / 4 = Armor Def/Res
 
 Example: lvl 35 armors would have 9 def/res after (after rounding up)
 
 
 NON-VARIUM Items
 Weapons Damage Formula: Primary, Secondary, Auxiliary
 L X 1 = Weapon Damage
 
 Example: lvl 35 weapons have 35 damage
 
 
 Item Stats Formula: Primary, Secondary, Auxiliary, Armor
 Primary: L X 1 X .85 = Weapon Stats
 Secondary: L X 2/3 X .85 = Weapon Stats
 Auxiliary: L X 2/3 X .85 = Weapon Stats
 Armor: L X 2/3 X .85 = Armor Stats
 
 Example: lvl 35 primary has 30 stats, gun/aux/armor has 20 stats (after rounding up)
 
 Armor Defense/Resistance:
 Armor: L / 5 = Armor Def/Res
 
 Example: lvl 35 armors would have 7 def/res (rounding up not needed)
 
 
 Base Requirements: Primary, Secondary, Auxiliary
 Primary: L X 3 = Stat Requirement
 Secondary: L X 2.5 = Stat Requirement
 Auxiliary: L X 2.5 = Stat Requirement
 
 Example: Lvl 35 primary would have 105 stat requirement. so it would require 34 tech, 34 dex, and 37 support (example)
 lvl 35 Gun/Aux would have 88 Stat requirement so it would require 32 support, 32 dexterity, 24 str (just examples)
 
 in one of my previous suggestions there was issues about requirements, so i came up with a % solution based on lvl.
 this allows for a working format for lvl enhancements, whether they enhance down or up, to compensate for the damage your lvl should receive, and the requirements you should have.
 
 NOTE: items that already have no requirements should stay that way.
 
 another cool feature that could be added to this is, for an Item's rarity to play a role in the requirements.
 
 Rare: 50% less requirements
 Primary: L X 2.5 = Stat Requirement
 Secondary: L X 2 = Stat Requirement
 Auxiliary: L X 2 = State Requirement
 
 Limited: 30% less requirements
 Primary: L X 2.7 = Stat Requirement
 Secondary: L X 2.2 = Stat Requirement
 Auxiliary: L X 2.2 = Stat Requirement
 
 Seasonal: 20% less requirements
 Primary: L X 2.8 = Stat Requirement
 Secondary: L X 2.3 = Stat Requirement
 Auxiliary: L X 2.3 = Stat Requirement
 
 
 
 
 where the stat goes will be determined by where they already have stats.
 ill use frostbane as my example.
 8 Dex
 8 Tech
 8 Support
 
 frostbane is lvl 30, if i were to upgrade it to lvl 31, i get an extra damage, and stat.
 statistically, the extra stat should then be placed at the top.
 meaning at lvl 31, it would have 9 Dex, 8 tech, 8 support.
 now at lvl 32, it should be 9 dex, 9 tech, 8 support, and so on.
 
 this might seem complicated, but its more balanced then deciding randomly how much stats, damage and requirements a weapon will have.
 
 < Message edited by goldslayer1 -- 11/28/2012 20:16:11  >
 
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