Diminishing returns for combat stats and skills

Thoughts on the further development of Haven & Hearth? Feel free to opine!

Diminishing returns for combat stats and skills

Postby Potjeh » Wed Jan 27, 2010 9:47 pm

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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Re: Diminishing returns for combat stats and skills

Postby kimya » Wed Jan 27, 2010 11:07 pm

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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Re: Diminishing returns for combat stats and skills

Postby Avu » Wed Jan 27, 2010 11:16 pm

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.
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