Zindor wrote:Alright, I thought that the stats in game should actually have an effect. For example, STR should increase damage, not by much, but something atleast. Then DEX should increase the accuracy and MOVP should actually give some speed or anything. These are just ideas, they can do whatever. That would make level ups have some meaning. Right now level ups mean nothing, until you actually get something like dual class level, or new items. So they should make level ups more important by adding effects to stats.
pepex wrote:str: % physical dmg reduction, 30% with max posible str at d5
dex:atack rating
con: life regen, 30% every 3 secs with max con at d5
movp: phisical evacion
wis/int: % to spell damage (wis should give a higher % than int since priest spells deal much less damage that wiz ones)
ps:mana/divine regen increase
Tensu wrote:30% is a lot and in dr it should be that dependant on stats only. my adjustment to ur ide would be more like this :
str : 15% extra physical dmg with max str at d5 (no dmg reduction)
dex : 15 % extra attack succes rating with max dex for archer at d5
con : 5% every 10 sec for max con at d5 (takes longer to get that 5% hp with lower con)
movp : 15% more speed for max movp of a d5 thief
wis/int : 10% extra spell dmg for max int/wis at d5
ps/ws : that mana/devine increase is already good enough i think
Tensu wrote:15% might be a lil low but 30 is still to much. so maybe we should take something in between
i hv to agree with u on the movp, so maybe some phisical dodge rate instead?
and priest spells would be more powerfull if priests tried upping their orison more so i dont think a priest should get more dmg
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