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| ==Damage calculation==
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| ''Classes also use very different stats. For example precision weapons do not require a lot of strength to use. While puncture weapons do not require a lot of agility. This can be done by use formulas to increase the amount of damage based on stats, similar to how it already works.''
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| This will be a balancing nightmare. When we designed the [[Attributes|attribute system]] we explicitely decided to avoid having this to keep it simple. As an alternative approach I would suggest to use minimum attributes to be able to equip weapons (or use them without a severe penalty).
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| --[[User:Crush2|Crush]] 12:55, 28 May 2009 (UTC)
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| I think we should this to avoid over generalization of attributes. Like with how eA is now, everyone has to stack a lot of dexterity to be accurate. This turns one attribute into a "God Stat", I want to avoid everyone having to stack the same attributed. I also purpose that your hit chance only be calculated with your weapon skill. Taking attributes completely out of the picture of accuracy.
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| --[[User:Kage|Kage]] 12:29, 29 May 2009 (EST)
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