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Combine Stat Effectiveness and Level Caps #166

@pmcneill

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@pmcneill

This is just an idea from last night that feels like it makes sense, so I thought I'd drop it into an enhancement ticket. This would replace #46 .

Background:
We effectively have two ways to control maximum attack power, life effectiveness, etc. We can limit the overall level and/or we can force a certain effectiveness. The options can even work against each other -- Mirai was limiting attack to level 5 last night, but it felt like atk 4 rolled high so he never took the last level -- perhaps attack effectiveness rolled up, despite the level being limited.

Change:
Replace both options with three options for magic, life, and attack, each just a percentage (or a range of allowable percentages?). "At level 8, how effective should this stat be compared to its effectiveness in vanilla level 8?" All the other levels are then scaled to build up to the new level 8 effectiveness, and level 8 is always the level cap.

This feels like a good solution to me because it lets the game play normally. For instance, I won't have to alter my leveling strategy when practicing with a hobbled attack or life level cap. It also lets someone do the opposite -- set level 8 to be 200% effective and get an easier game, so it covers the old low/average/high effectiveness settings as well.

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