Hey, I did some research and came up with a new attribute system with 6 points per level.
Physical -DMG and -Armor
Elemental -DMG and -Armor
- 100 Armor is equal to 0,01 DR
Strength: Attackspeed, and Resistance to CrowdControll ...
Dexterity: DodgeChance, ArmorPenetration and DMG by Monster Count
Focus: MP, Cast-speed and ElementalEffectDuration
Vitality: HP, DamageReduction and PotionEfficiency
- CritChance and -Damage should be moved to Items! they have to be available to all "builds".
- Staffs need Mana per Second
Spells:
Dual Wielding: FumbleChance and ExecuteChance
Blocking: BlockChance and MissilereflectChance
Add - Two-Handed: FumblePenalty and Spash
Sorcerers Weapons: Wand, Mace, Staffs, Polearm, Cannon
Soldier Weapons: Axe, Swords, Gr.Axe, Gr.Swor, Gr.Hammer
Hunter Weapons: Claw, Pistol, Bow, Shotgonne, XBow
- These Spells should scale into lategame so they could be %based... not sure about max value calculation.
There are 3 item categories to specialize in:
All Armor pieces roll as light/medium/heavy (even magic unique and legendary)
- Heavy Armor and Sword, Mace, Cannon, Gr.Sword, Gr.Hammer
require offer Strength
- Medium Armor and Pistol, Axe, Shotgonne, XBow, Gr.Axe
require offer Dexterity
- Light Armor and Wand, Claw, Bow, Staff, Polearm
require offer Focus
edit: All Armor pieces and Shields highly prioritize Vita as a rollI'd like to combine these with the
"classless" skill system for a bigger "patch" lateron.
any suggestions?