Character growth currently relies on the Food Event Point system (FEP system), which takes into account the certain attributes of food, that when consumed, fill the FEP bar located in the character sheet.
The moment the FEP bar is filled, (its size determined by the base of the character’s highest attribute,) an attribute of that character will rise by one point, dependent on the variance of FEP’s collected within the FEP bar. A particular attribute can rise indefinitely, which, as demonstrated in the past, can lead to incredible disparity characters of ALL ages (i.e. Day Old, Month Old, Year Old, etc.)
Due to the importance of food in raising stats, food has become central to fundamentally most avenues of gameplay (anything requiring competitive attribute scores), namely
player conflict. This is not a bad thing, however the way in which the current system works, it dissuades individuals from fighting aggressively, or defensively by creating impossible disparity between new and old players, that cannot be overcome unless, ironically, older players lose interest in the game and begin to play less.
Weapon formulas help to reign in the way in which attributes will affect combat, but not terribly well.
You can check how strength affects different weapon types in my
incomplete combat calculator (Just make a copy of the spreadsheet to your own google drive to fiddle around with).
Breakdown
For instance,
10 STR with low-end B12’s currently on the market allow for
931 pts of dmg, with a full set of low-end armors on the current market allowing for
1639 pts of absorption. (ALL beliefs left at normal).
100 STR, with the same setup, allows for
1655 pts of dmg, vs
1639 pts of absorption
200 STR,
1968 pts of dmg vs
1639 pts of absorption
300 STR,
2178 pts of dmg vs
1639 pts of absorption
500 STR,
2475 pts of dmg vs
1639 pts of absorption
Notice how it begins to taper... However, note how it can also increase indefinitely. The highest strength I recall hearing about from World 6 was at 5000. With current equipment that stat amount results in the following:
5000 STR,
4401 pts of dmg vs
1639 pts of absorption
Con Scaling equally with Strength looks like this (again, not adjusted for personal Beliefs):
10 CON,
100 MHP, and MHP added to absorption,
1739 pts to survive
100 CON,
316 MHP,
1955 pts to survive
200 CON,
447 MHP,
2086 pts to survive
300 CON,
547 MHP,
2186 pts to survive
500 CON,
707 MHP,
2346 pts to survive
5000 CON,
2236 MHP,
3875 pts to survive
Assuming an attacker connects with their B12 when his oppenent has 0 Defense, and both opponents have equal stats and gear, the breakdown looks like this:
Stats at 10 1739 pts to survive -
931 pts of dmg =
Damage to Gear, Defender Survives
Stats at 100 1955 pts to survive -
1655 pts of dmg =
Damage to Gear, Defender Survives
Stats at 200 2086 pts to survive -
1968 pts of dmg =
Damage to Gear, Defender Survives
Stats at 300 2186 pts to survive -
2178 pts of dmg =
Damage to Gear & SHP
Stats at 500 2346 pts to survive -
2475 pts of dmg =
Damage to Gear & SHP
Stats at 5000 3875 pts to survive -
4401 pts of dmg =
Damage to Gear & SHP
You can see that eventually Strength will overtake Consitution, and moreover, it is incredibly unrealistic for any one fighter to balance their CON with their STR and remain competitive on the battlefield against opponents that use fully strength. The above breakdown only touches the surface on the imbalance that faces attributes governed by the FEP system.