@Baardvark - so I saw you mention that in another post somewhere (reddit maybe), and I thought it was an interesting thing to consider. So I started a new game and just banked points. Then I dumped them all into str, noted the tooltip damage; all into abilities - noted the tooltip damage; and a mix between the two. And then just to be sure, I did the popular "just pump poly".

As expected, the (poly + attributes) == (attributes + weapon skills). So right off the bat, you can make a case for some builds completely ignoring weapon skills, at least until they hit any kind of soft-cap on poly. Depends which secondary boost you want more (2h crit builds would prefer that crit multiplier, obviously).

But to your point, do the abilities calculate additive or multiplicative? I don't think they calculate multiplicative.

Every other number is balanced fairly well in that regard. 5% is the flat, 10% is the niche. You don't see Aero or Warfare adding on multiplicative - if they worked multiplicative, they'd be double dipping even harder than the others. Likewise with scoundrel's critical % - the number updates immediately in your character sheet at flat additive rates.

I think min/maxing aside, it makes for uninteresting choices. This is way too late in the development to change, but I really hate these static bonuses to damage. The only thing it does is create a potential pit trap for "wasting" points. Things like scoundrel are a perfect example of an interesting decision. Do I want to get more movement bang out of my AP buck? There's no flat damage associated to it - but maybe you're building around that. In the current state - hell no, I want 5-10% more damage baby! Who DOESN'T make that choice!?





Last edited by Vignarg; 20/07/17 09:31 PM.