dragonxkai wrote:Maybe square root the combat system so it gets harder to progress mid-end game to punch bears and the likes.
Then again this means a change in the core formula so the damage and effectiveness isn't scales on comparison but to a high value for end game levels.
And using sqrt makes it harder to grow to the point of punching bears to death.
Oh why not instead of base damage * (stats) it's base damage + (stat1 * sqrt(stat2))?
The latter formula adds damage in as 'bonus' damage, not multiply the base damage to crazy amounts.
Because you can pretty much turn a 400 base damage weapon into 1500 using stats.
This basically limits UA damage and forces everyone to rely on Melee for 'actual' combat, instead of jump and punching everything.
So:
Damage = basedamage + (sqrt(ql * str))?
Soldier Sword (400 dmg) + sqrt(ql 10 * 100 str) = 400 + 31.62 = 431 damage
If you got a q100 soldier sword and 100 str, it'd be +100 bonus damage?
This formula does forces everyone to rely on items to boost damage rather than stats.
GTFO of this topic plz