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stranger
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OP
stranger
Joined: Jan 2014
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The scalling of defensive skills is wrong. On all other skills you have a normal scalling, for example : "one handed weapons" +4% damage, +2% accuracy each point.
For defensive skills like "vitality" it is 4% more health the first point and then +1% only by other points. On "magical or physical armour" it is 7% on the first point and then +2% per other points.
So the only first point is interesting. Addmore "magical or physical armour" is not giving enough, I never could reach my health amount with armours.
Defensive skills should be reminded.
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stranger
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OP
stranger
Joined: Jan 2014
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Or all skills, defensive or offensive give decreases bonus for each higher rank. Like the first one is giving 10% then the second one 8%, etc..
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member
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member
Joined: Oct 2016
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The current system really does make it hard to justify putting more than one point in each... That being said it is percentage based so that one point remains relevant for the rest of the game without taxing more of our points... I think I prefer it to stay as is personally, but only because I tend towards a more aggressive play style.
Chaotic neutral, not chaotic stupid.
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veteran
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veteran
Joined: Oct 2016
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Even with 1000 Armor 1% will be only 10 additional armor, so hardly of any real use.
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veteran
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veteran
Joined: Jan 2009
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Yep, Physical and Magical armor are worth only one point and then nothing more ever again. Vitality is not even worth that single point, since at level 1, it is enough for maybe 4 points of health, which is enough to cut the damage from one attack from a Level 1 Vicious Voidling in half. That's just useless.
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veteran
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veteran
Joined: Oct 2016
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@ Stabbey: Sure, early on it's worth nothing, but Constitution is the only stat that improves with leveling up. At Level 8 you get 22 HP per point. Same goes for magic armor and armor, in the early levels they will give you no real benefit either. Later on you will always probably have more HP than armor/magic armor
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veteran
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veteran
Joined: Jan 2009
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I was talking about the oh-so-poorly-named Vitality ability, which is not the same as the Constitution attribute.
If Vitality is that lousy at the first level, then it won't get any better later. If the only way Vitality becomes good is if I save up 10 levels of points in the mid-game and dump them all into it, then it's not a good ability.
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veteran
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veteran
Joined: Oct 2016
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Not sure what you are talking about?
Vitality increases your HP about a certain percentage. Constitution defines your base HP with an increasing value per point with every level gained. At current state Vitality is just equally lousy like all the other defence skills, not worse, put perhaps better because your Constitution improves over time and so does your HP bar, while the other two depend on the equipment found.
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old hand
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old hand
Joined: Aug 2014
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The defensive abilities are all weak, but more importantly, extremely boring. They all need secondary effects that are interesting. Like, vitality could make healing potions a bit more effective as well, or increase healing received from all sources. Even just little things that kind of do the same thing as just straight up buffing the stats, but from a different angle.
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member
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member
Joined: Sep 2016
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The defensive abilities are all weak, but more importantly, extremely boring. They all need secondary effects that are interesting. Like, vitality could make healing potions a bit more effective as well, or increase healing received from all sources. Even just little things that kind of do the same thing as just straight up buffing the stats, but from a different angle. This
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veteran
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veteran
Joined: Jan 2009
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The defensive abilities are all weak, but more importantly, extremely boring. They all need secondary effects that are interesting. Like, vitality could make healing potions a bit more effective as well, or increase healing received from all sources. Even just little things that kind of do the same thing as just straight up buffing the stats, but from a different angle. Secondary effects would certainly help.
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apprentice
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apprentice
Joined: Sep 2016
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The defensive abilities are all weak, but more importantly, extremely boring. They all need secondary effects that are interesting. Like, vitality could make healing potions a bit more effective as well, or increase healing received from all sources. Even just little things that kind of do the same thing as just straight up buffing the stats, but from a different angle. +1
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member
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member
Joined: Aug 2013
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The physical/magical resistance ones should increase the benefit of anything that restores/buffs the relevant defense, with Vitality doing the same for health. This would make them much more useful overall but the fact that they'd be dependent on interaction to work (someone has to throw that buff/restoration effect at an AP cost) would mitigate the potential for "mandatory" status.
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