Ok I thought a bit more abou it:

- Yes, you do get weaker even if you put all points in one main stat. One reason is diminishing returns. Even if you spend all points in one stat all the time and you stay above the "zero effect" value, the bonus from being above this value gets smaller and smaller.
Another reason is that even if your bonus stays the same, enemies and equipment get better. For example strengh reduces the movement penalty for heavy armor. Even if the bonus stays the same, high level armor gets heavier and your movement will get slower.
Whatever you do, you get weaker all the time. Putting all points in one stat reduces the weakining in one field, but this makes you very weak in all others.

I did some thinking about a better stat system:

- No more diminishing returns. All stats and skills have a linear effect, one point more or less gives always the same bonus or penalty. It worked like this in all other divinity games I have played (DD, D2, D:OS) and I see no reason to change it.

- Each char has a attack value and a defense value. They increase a little bit by leveling up. Putting points in a primary stat increases this attack value for weapons who need this stat. For example, you get +5 attack and defense per level and +3 per stat point. This a a numerical value, not % or something like that. I think that balancing might be good when you have about 80% hit chance when you put 1/3 of your points in a main stat and you hit almost always when you put half of your points into a main stat. Adding more points only increases damage a little bit.
Note that this calculation is only important when you do a normal attack against an enemy that is not CCed. Spells, special attacks and attacks against CCed enemies always hit anyway.

- Suggestions for what stats do: (X is a fixed number that must be selected in a way that the game is balanced. Each different X here can be a different number, its not always the same)

one point of strengh:
+ Increases attack value for strengh based weapons by X
+ increases damage of strengh based abilities by X %
+ reduces the movement penalty from equipment by X

one point of finesse:
+ increases attack value for finesse based weapons by X
+ Increases defense value by X
+ increases damage of finesse based abilities by X %

one point of intelligence:
+ increases attack value for intelligence based weapons by X
+ increases damage of spells by X %

One point of constitution:
+ Increases your Hit points by X (I am not sure if you should use a big fixed X (like 1 point con gives 20HP) or a small X per level ( like 1 point con gives 5HP per level). Remove the vitality skill.

Memory can stay as it is. 1 slot per point would be too much, 1 slot per 3 or more points might be too little.

One point of wits:
+ increases initiative by X
+ increases critical hit chance by X
+ A certain value of wits is needed to detect traps and secrets
- I see no reason why wits should increase magic armor, especially when there is no stat that increases physical armor (con would be the best choice for that)

- I think right now shield are almost useless. They give you some physical armor but you do less damage than a char with 2h or dual wielding, but they do not protect you from being hit. In D:OS1 shield and skill could give you a large chance to block attacks completely.
+ My suggestion: according to the system written above, a shield should give you some armor and also some defense value. So you have a significantly lower chance to get hit and if you get hit you are better protected.

- Dual wielding should give a large penalty to hit chance that can be avoiding by putting points in that skill. I think about how it worke in BG2 or KotoR1+2. I think dual wielding is too strong as it is.


groovy Prof. Dr. Dr. Mad S. Tist groovy

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