Damage calculation
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.
This will be a balancing nightmare. When we designed the 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). --Crush 12:55, 28 May 2009 (UTC)
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. --Kage 12:29, 29 May 2009 (EST)