News:

SMFNew Installed

+-+-

User+-

Welcome, Guest.
Please login or register.
 
 
 

Login with your social network

Forgot your password?

Site Stats+-

Members
Total Members: 728
Latest: Cho
New This Month: 0
New This Week: 0
New Today: 0
Stats
Total Posts: 10932
Total Topics: 795
Most Online Today: 389
Most Online Ever: 854
(September 18, 2024, 07:49:37 am)
Users Online
Members: 0
Guests: 338
Total: 338

Author Topic: [IDEA] stat changes for the core modders.  (Read 1529 times)

0 Members and 92 Guests are viewing this topic.

[IDEA] stat changes for the core modders.
« on: »
I have long been considering doing a stat rewrite for synergies.  I already have wolpaks stat alterations from back before guts in the mod.  And while I like where it went, I think we could do a better job with the experience of time we have gained since then.

I was talking to RNF today about how he is working on moving crit chance off of dexterity and adding ranged weapon damage instead, and I was commenting how at end game synergies Strength adding Critical damage bonus is excessively op'n damage outputs when coupled with end game gear, socketables and soulcrafting options.

As well as following my own testing with diminishing returns.


I came up with the idea that if a few modders are making stat changes to their mods, myself included, maybe we can come to some consensus and do the same changes between our mods, or at least close to, so people using combination of mods only get smaller alterations per mod. 

I am not thinking everyone will agree on something as subjective of this topic.  But we can look at what runic has, and see if we can make some universal upgrades for those who want them, and help each other make more personal upgrades as needed.


What do you guys think? 

Share on Bluesky Share on Facebook


Re: [IDEA] stat changes for the core modders.
« Reply #1 on: »
This is a great idea.  I think we can all agree that some of the stat bonuses just don't make sense.  Coming up with a standard format would be beneficial for everyone and make the game better at the same time.

These are the stat bonuses I have in place with my Item Patch Mod that Gytfunke worked on.

Strength
1. Melee Weapon Damage Bonus
2. Critical Damage Bonus

Dexterity
1. Ranged Damage Bonus
2. Casting % Speed
3. Attack % Speed

Focus
1. Magic Weapon Damage Bonus
2. Elemental Damage Bonus
3. Mana Bonus

Vitality
1. HP Bonus
2. HP Regen Bonus

These are open for debate and can be changed.

I do feel fairly strong about Dexterity giving a ranged weapon damage bonus.  It makes no sense for a ranged character to have to invest in strength to get a weapon damage increase while all their weapons and armor is dexterity based.  Crit % can't make up for it.


Re: [IDEA] stat changes for the core modders.
« Reply #2 on: »
I totally concur.  It would be excellent to have a new foundation for TL2 mechanics.  I think RnF and I both want to fix the few things that are wrong with the Vanilla TL2 system.  I also think we both realize that once you have the stats done, you're going to have to fix the flaws in the itemization as well.  Last step might be to balance monsters and then player skills.

You should take a look at what we've done with the stats so far and what RnF has planned for items here.

You have a lot more experience balancing high-level content than we do and I'd be glad to have your input on this.

Re: [IDEA] stat changes for the core modders.
« Reply #3 on: »
Hi Salan. Im not really contributing to RnF's and gytfunke's reworking of the stats system, but I just wanted to mention that any intention to make the major TL2 mods (of which Synergies is definitely one) more interoperable is most welcome, since it will surely benefit the playing community.


 

Recent Topics+-