Sakurai the Cursed
@EdyMaster - I agree that this change seems to miss the fact that people still have to use specific damage stats for specific weapons (I went over that on page 2 even), but you're severely overstating Str's power. Yes, Str can give the same flat base damage as Str + Luk had before, but with less crit damage. Likewise, Int can give even more crit damage than Int + Luk had before (because it's the same per point but you can get the "main" stats higher than you can get Luk), but less base damage. Neither is superior to the other as a standalone stat in terms of offense, however where Str wins is in its tertiary effect, because Immobility resistance is vastly superior to Int's rather meaningless Bonus. Dex is worse offensively, if you don't use a class that makes significant use of DoT effects, but it's extremely strong on classes that do and has a powerful defensive tertiary effect as well, useful on everything rather than only on things that can stun. I suppose you could say Str is the best overall since it has offense equal to Int and defensive utility as well, making it more generally-useful, but your proposed change would just shift any current imbalance to a more drastic one; Int would be far and away the best stat offensively, Dex would still be the best defensive stat while now being equal in offense to Str (and much stronger on DoT classes), while the only use Str would have if you were choosing between the 3 is fighting a specific enemy that you need to avoid stuns on.
But as I said, I do agree that it's a bit misguided. What's the point of giving variety to the damage types when players are forced into a specific one by their choice of class anyway? Sure, you can use a different stat than the one useful to your base, but if you're a Mage or Rogue then that precludes you from using the incredibly strong Atealan version of your base, since they're just as restricted; Ascendant has to use a staff/wand, scythe or dagger and their important damage spells are locked to Magic even if you do use a scythe or dagger. Cryptic has a couple important skills locked when using anything but daggers or a scythe, as well as a couple skills locked to Pierce. Riftwalker is the only one that isn't forced into a particular stat, but even then people are likely to use melee weapons to go with their Warrior base thematically and if they ever want to use a DoT-focused class properly they'll have to either focus on getting 100% scythe coverage or farm up a whole set of daggers just for that one class. Even if you don't want to switch to a class that requires a specific stat to work optimally, isn't the point of having diversity in stat effects that you can choose which ones you want? But if doing so requires you to spend a huge amount of money and re-do your whole weapon setup (and some might be rares that you can't even replace), that just seems to completely defeat the purpose to me. I'll avoid talking about the exorbitant cost to retrain for now since Verly has mentioned it already, but it is a big issue for the moment as we can see from posts in this thread.
@godofthunder - Well, not quite, the main damage stats kept the stat damage they had before (1 per 10 points) for their respective damage types, they just got new, additional effects on top of that. So each main stat is still the best for its own weapons; Int is still the best for staves and wands, Dex is still the best for daggers and fists, Str is still the best for swords, axes, maces, etc.
So, to correct your list:
STR: Increases stat damage, further increases stat damage by a percentage and increases immobility resistance.
INT: Increases stat damage, crit damage and bonus to hit
DEX: Increases stat damage, DOT damage and reduces glancing blow damage
LUK: Increases M/P/M defenses, direct hit chance and base crit rate
CHA, WIS and END are unchanged.
< Message edited by Sakurai the Cursed -- 5/6/2018 16:57:16 >