Quote Originally Posted by fussel View Post
I wrote up quite a bit about how stats could work, then deleted it, because the idea wasn't thought to the end. However, one main gripe stands: dLVL should play no role in damage formulas. Currently, it's the main factor, but IMO, this should be abolished.

Reasoning: Character level already determined base attributes and their derived stats. Mobs could also just use their stats.

Let's say a lvl 1 fighter has 10 str and 15 attack, and a lvl 5 mage has the exact same stats. Both are using a weapon with the same base damage. Both whacking on the same mob should do exactly the same average damage.

When the same fighter dinged twice, maybe he now has 20 str and 30 attack and maybe does twice the damage when whacking at the same mob, still using the original weapon.

A system like that would just make sense.
There's one fundamental problem with this: that means gear (IE: stats) mean everything. it becomes a gear race.

dLVL is a double edged sword. the formula needs some balancing, but with dLVL being primary variable it means you can make positioning/execution more important in hard fights than stats.

it may seem like a cheap tactic to some, but it's a fairly simple way of handling this issue. it also means if level cap content is ever introduced you can keep the difficulty level 'as intended' because stats do not matter as much as skill.

IMO, i wouldn't mind if stats were completely abolished. and gear just had 'enhances X ability' on it or 'enhances auto attack' or 'enhances defense against physical/magical attacks'