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: 259
Total: 259

Author Topic: Character Stats  (Read 13003 times)

0 Members and 112 Guests are viewing this topic.

Character Stats
« on: »
Tired of looking so I figured I would ask here.

Stats are not one of my strong points in TL2.  I would like to replace the dexterity bonus of crit damage to a ranged weapons damage bonus (and have the crit% bonus be a affix for weapons only).  Where do I even start for this?  If I can find the files, I can take it from there.  I just don't know where to look.

Thanks.

Share on Bluesky Share on Facebook


Re: Character Stats
« Reply #1 on: »
Hey RnF,

There's a couple of option for modifying the stats.  My preference would be 3, but it's slightly more complicated.

1)  You can modify the associated graphs (they should be called 'crit bonus from stat' or somesuch.  You could set crit bonus to 0 for all values of dex and then add an affix to a base file that gives a bonus to ranged weapon damage based on dex.

2)  You can add an affix to a base file, perhaps the base character file, more likely the base class file, that modifies character stats by an inverse of the bonus, based on that stat.

3)  You can redo the stats entirely, starting with the UI.  To do this, you would need to take care of a few working parts.

First, you need to create NEW stats that you'll use in place of the old ones.

Second, add affixes to the desired base file (would really, really hope that the player base file would work) that scale with your new stats and deliver your desired bonuses.

Lastly, modify the UI, replacing every instance of the OLD stats with your NEW ones.

Re: Character Stats
« Reply #2 on: »
Let's go with option 3 because all the stats need an overhaul anyway.

Do you know of a guide on how to create stats and get them implemented?

Re: Character Stats
« Reply #3 on: »
I have been itching to do just this.  I could do it if you're willing to have it done in slow-time (i.e. I'll get around to it in about 2 weeks and it'll prolly take me another 2 to do).

If you want it done sooner, feel free to ask any questions.  I can guide you through the general steps.  I know Kva3imoda has done just this as well.

A note, however: this will completely bj0rk the way item and skill bonuses to the current stats interact with a character (i.e. they'll no longer be relevant).  So, fix #3 won't work with a lot of other, existing mods and it would have to be integrated into an item overhaul (like you're doing). However, it would be great as a foundation for future mods.

Re: Character Stats
« Reply #4 on: »
With out doing this, doing an item overhaul is a waste of time.  I has to be done imo, the stats are the games core.  With out stats that make sense, the game will always be broken.  If you want to take this on, it would be awesome.  I could certainly use the help in this area.  But there is no rush, so when it gets done, it gets done.  As long as I know what will be changed, I can balance the item overhaul around it.

Here is what I am thinking.

Remove all stat bonuses that have a cap that you get from stats, ie crit%, dodge%, fumble recovery etc.  Those values can be obtained pretty easily through affixes from items.  Having those built into the stats devalues a lot of possible affixes.

Stats only give 2 bonuses

Strength
1. Change the weapon damage bonus to Melee Weapon Damage + Cannons.  Remove Fists from getting this bonus.
2. Increase Critical Hit Damage Bonus

Dexterity
1. Ranged Damage bonus (this is already a stat, it's just not being used) + Fists, Remove Cannons from getting this bonus.
2. ??

Magic
1. Keep Magic Weapon Bonuses
2. Keep Mana bonuses

Vitality
1. Keep HP bonus (maybe tweak graph)
2. Keep AC bonus or transform into a Damage Reduction bonus as you suggested in the idea thread.  Can you remove the 75% cap?  If we keep the AC bonus, the graph would have to be altered for bigger bonuses.

I am not sure what other stat bonus to give Dexterity.  If you have an ideas, plug it in. 




Re: Character Stats
« Reply #5 on: »
What is dextery grands a bonus to using potions to heal faster, or recude the cooldowns on spells and skills?

Re: Character Stats
« Reply #6 on: »
I don't believe there's a way to change the 75% damage reduction cap, we just have to work with it.  So, I don't think Vitality should add bonuses to damage reduction.  How about either just +hp or +hp AND +hp regen?  I also think the +hp bonus should be a little better for Vitality than it is now.

Armor and shields should be the providers of damage reduction.  This would also allow us to balance things in a more satisfying manner in other ways as well:

1) Soft cap the maximum damage reduction from armor.  No combination of armor should allow one to hit the 75% cap.  That would devalue skills that add damage reduction (like the Engineer's Bulwark skill).

2) We can make light, medium and heavy armor significantly different.  Heavy armor could have a high strength requirement, meaning it's most useful for melee characters.  So, melee characters inherently get better damage reduction.  This means we can remove the 25% innate damage reduction on melee characters like the 'zerker and engi.  If they want to be tough, they have to spec for it.  Light armor can give less protection and require much less Strength, or it could require no stat whatsoever.  Medium armor could require a moderate amount of strength, giving rogues and archers a choice between maxing their dex and being total glass cannons or getting a little strength for some added protection.

##Dexterity##
We should keep the secondary bonus of stats meaningful for any character, like Str's bonus to crit damage.

For dex we have one good option:
+Attack/+cast speed.  +attack/cast speed bonuses should be somewhat lower than Str's +crit damage, since (for most characters) they're going to add to DPS faster in an environment where you can't get +crit from stats.  I feel like all of the other stat possibilities for dex are capped (dodge, crit, fumble, execute), and like you said, should be relegated to item bonuses.

I like Anarch's idea about reducing cooldowns, but that's just too much of a beast to take on.  There's no elegant, quick way to do it in GUTS.  It'd have to be worked into each and every skill individually.

##Magic##
Are you suggesting we drop bonuses to flat magic damage from this stat?  I would rather drop magic weapon damage bonuses.  Why?  Magic weapon damage bonuses don't affect flat damage spells.  Flat magic damage bonuses will affect both flat damage spells and wand/staff damage because wand and staff damage is all elemental.  I'm not sure if that would be overpowered compared to Str and Dex.


I'd love to hear from some more people here.

Re: Character Stats
« Reply #7 on: »
Oh, that's a shame, I hoped for a cooldown reduction effect to be possible in a easy way...

Well, attack speed and cast speed bonuses are pretty good also.  ;)

Re: Character Stats
« Reply #8 on: »
gyfunke,

I would rather lose the weapon damage bonus from Magic and keep the flat damage. 

For dexterity, there is a degrade armor effect.  It might work.  Not sure if it's capped, but it isn't a % value, just a flat value. 

I am pretty busy tonight, I will respond with more at a later time.

Re: Character Stats
« Reply #9 on: »
How about this option for stat changes?

Strength
1. Increases Weapon Damage (All weapons, leave as is)

Dexterity
1. Increases Critical Hit Damage Bonus

Magic
1. Increases Mana
2. Increases Elemental Damage

Vitality
1. Increases HP
2. Increases AC

And then I build the items with these stats in mind.

For example, ranged items would have a stat requirements of

50 Strength
35 Dexterity

This way it allows the player who wants to go ranged to get a damage increase without getting penalized, but they may lose out on HP and AC gains, which they should since they are ranged.  But it also allows them to continue to build around Critical Hits and get something good out of it. 

Most Melee weapons would get something like this

50 Strength
35 Vitality

Most Magic items would get
50 Magic
35 Vitality (maybe some with dexterity for glass cannon builds)
« Last Edit: August 28, 2014, 10:20:31 am by RnF »

Re: Character Stats
« Reply #10 on: »
I don't terribly like the idea of crit damage bonus for Dex.  It doesn't seem like an appropriate primary attribute.  If you can't increase crit chance with a stat investment, you're not going to see your critical damage bonus very often early in the game (unless you're a berserker)

Also, what about doing away with dual stat requirements and just going for single ones?  E.g. bows require just dex and axes require just strength.

Re: Character Stats
« Reply #11 on: »
But that is what affixes on items are for.  Moving crit% bonuses away from stats and making players find those stats is a better way to go and makes that affix invaluable for dex builds.

Not sure there are enough dual stats for all the stats that really make sense that don't cap.  This is just another idea to try to simply this.  I think critical bonus damage makes sense for dexterity.

I don't like the idea of only one stat on an item for requirements.  If strength becomes (remains) the only stat that increases weapon damage, it needs to be on all melee/ranged weapons.  I was planning on doing away with those types of requirements and making every item have two stat requirements.

Could do the following on ranged weapons, just swap the stats.

50 dex
35 strength

Re: Character Stats
« Reply #12 on: »
I kinda got the feeling you were trying to simplify it.  I don't actually want dex to give a +crit chance bonus.  I still think ASPD instead of +crit damage would be good.  Seems just as dex-y and yet scales more evenly.  My feeling is that +crit damage scales parabolically.  It's going to suck at low levels and be huge at higher levels when you get lots of +crit from items.  ASPD isn't dependent on any other variable, so the percentage you see is the percentage you get.  It's always going to be DPS = (damage*aspd).  Crit damage is DPS = (damage*crit chance*crit damage)/100.

I was thinking do away with the dual stat requirements AND make str modify melee damage and dex modify ranged, the way you had in your original post.  My personal ideal stat setup would be really close to your first post:

Str-
+melee damage
+crit damage

Dex-
+ranged damage
+aspd/cspd

Focus-
+elemental damage (not physical like it does now)
+mana

Vit-
+hp
+hp regen

Then, requirements are thus:
Melee+Crossbows/Cannons=Str
Ranged+Claws=Dex
Wands/staves=Focus
Heavy Armor=Str
Light Armor= either less strength or dex instead
Robes= Focus or no req


If you want to simplify it the way you're looking to simplify it, then this is what I would suggest:

Str-
+weapon damage

Dex-
+aspd

Focus-
+elemental damage  or  +mana

Vit-
+hp


Then it would make sense to have most of the armors and weapons require some amount of STR.



Of course, we can do whatever the heck we want with the stats if we're going to redo the UI and item database.  The question at that point is, what's the point?  To be continued...

Re: Character Stats
« Reply #13 on: »
I like it.  Lets plan on what you posted here.


Str-
+melee damage
+crit damage

Dex-
+ranged damage
+aspd/cspd

Focus-
+elemental damage (not physical like it does now)
+mana

Vit-
+hp
+hp regen

Weapons
Melee+Crossbows/Cannons= Str + Vit (can you include crossbows in the Str damage bonus instead of dex? Can you explain what you are thinking including the crossbows here?)

Ranged+Claws= Dex + Vit

Wands/staves= Focus + Vit

Shields = Vit + Str or Vit + Dex or Vit + Foc (have various types of shields for all classes.  I can bring TL1 shields over for more variety)


Armor
Heavy Armor= Str + Vit (includes Engineer Sets)

Light Armor= Dex + Vit (includes Outlander Sets)

Robes= Focus + Vit (includes Embermage Sets)

Also with Dex having an attack speed bonus, I suggest we remove that from the affix pool.

Also a thought about stat affix bonuses.  Maybe we should do away with a flat bonus and use % based bonuses.  ie an affix that spawn +150% to dexterity.  That way a player has to have that stat invested to really get the full benefit from it.
« Last Edit: August 28, 2014, 06:54:31 pm by RnF »

Re: Character Stats
« Reply #14 on: »
I like the idea of % bonuses to stats.  It'll really reward those who invest in the stat.

As for crossbows being STR-based, I was stealing inspiration from Dragon Age.  Their xbows are Str-based.  It would make the xbow more different from the bow.  Right now it just has a longer range and no knockback.

However, thinking about it, it's a bit weird.

 

Recent Topics+-