Right now combat effectiveness scales linearly with combat skill, and damage scale linearly with strength. From a cursory reading of the new combat system's description, the same is true there.
I propose that instead combat skills should be used to calculate combat effectiveness in the same way crafts' quality effectiveness is calculated (sqrt(value/10)), and these values used in the final combat calculations. For damage, the bonus should be sqrt(str/10), not just plain strength. HP bonus for con and str should be reduced in the same manner (maybe ditch the str bonus altogether).
This would be consistent with other skills. If doubling your farming value doesn't double your crops' FEP, why should doubling your melee make you twice as good at combat? This would also make the ridiculous power curve a bit more balanced.
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Potjeh
- Posts: 11825
- Joined: Fri May 29, 2009 4:03 pm
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kimya
- Posts: 845
- Joined: Mon Jun 01, 2009 1:35 am
Re: Diminishing returns for combat stats and skills
i think thats a very good suggestion. i wanted to propose something like that only for walls but this is obviously more consequent...
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Avu
- Posts: 3000
- Joined: Sat Oct 31, 2009 1:00 pm
Re: Diminishing returns for combat stats and skills
You can add to it the rework of the ancestor system. It should lessen the impact of dying not make it beneficial to do so. I suggest instead of adding the combat stats of ancestors to just be able to use the highest combat stats your past 3 ancestors had maybe with a penalty for the older ancestors. The ancestor bonus is also completely unfair to crafters so I suggest adding a permanent non combat percent skill bonus depending on the last ancestor that you can activate with numens.
"Since all men count themselves righteous, and since
no righteous man raises his hand against the innocent,
a man need only strike another to make him evil."
no righteous man raises his hand against the innocent,
a man need only strike another to make him evil."