I was playing unequipped Warrior just for the sake of it and could eventually kill
anything but Trolls with my bare hands and only basic stats. At level 20 I was only
matched in damage by Wraiths and Vampires. What saddened me, is how I had
a miserable score of only 13 Defence and could still pull it off with enemies damaging
me for 1-5 per turn.
So yeah, current system is severly broken as it proves no challenge at all.
Here's an idea for a completely new system:
Attack:
- Weapons have their base damage derived from the weapons' Attack stat, for example
a dagger has 4 damage, shortsword has 6 and a mace has 8.
Weapons' Attack stat does not provide any bonus to character's Attack (just like with
bows and crossbows)!
- Damage that the weapon can deal is randomised as inbetween half its base damage
and 150%, so following the example its going to be: 2-6 for dagger, 3-9 for shortsword
and 4-12 for a mace.
- Every point of character's Attack provides additional 2.5% damage over the base.
So for a character with 20 Attack, the damage would be: 3-9 from dagger, 5-14 from
shortsword and 6-18 from a mace.
- Attack speed would normally apply like it does now, to balance out the differences
between different weapon classes (base damage vs attack speed).
Ranged weapons:
- These would work just like melee ones, the only difference being that arrows/Quivers
would add to base damage. Regular quivers add nothing, others say from 1 to 3.
Magic damage:
- Simmilar to weapons, books with different spells would provide different base spell power.
Then, Magic stat of the caster would provide bonus damage % in simmilar way (2.5% for
each point in Magic)
Defence:
- Defence would allow to mitigate part of the damage taken, say (Defence/(Defence+30))%
This would mean that a character with 10 defence takes (10/(10+40))% = 20% less damage
and for 30 defence this would mean (40/(40+40)% = 50% reduction.
- Armors apart from stat modifiers would provide damage treshold as in - a simple reduction
of the damage taken, calculated before the % reduction from Defence stat:
robe -1, leather armor -2, chainmail -3, platemail -4.
Shields and blocking:
- Apart from stat modifiers, shields would provide an independent chance to block incoming
damage, depending on their class:
buckler 15%, heater shield 20%, kite shield 25%, dragonscale shield 35%
- This check would be applied before any damage is calculated.
Evasion:
- Speed would provide a chance to evade damage just like shield block, but instead of fixed
values, this chance would be calculated in a way simmilar to Defence: (Speed/(Speed+30))%
So a character with 10 Speed has a chance of (10/(10+40))% = 20% to evade, while one
with 40 Speed would have a (40/(40+40)% = 50% chance to dodge.
Defence against magic:
- Because of its nature, magic can easily penetrate normal means of defence. Thus, the only
protection against magic is equipping items with magic resistance. (Armors, cloaks, helmets
and boots could provide small amounts too, instead of just 20% for every item with "protection
against harmfull magic").
To hit chance:
- There is no to-hit chance, all hits are succesfull unless dodged/evaded or blocked.
Cloaks, Helmets and Boots:
- These provide normal stat modifiers like before.
Modifying existing creatures:
- All monsters would have to have their "base weapon damage", damage tresholds and
damage reductions (from innate or supposedly equipped armor), "chance to block" and
magic resistance defined.
Reasoning behind all this:
- Such a system would provide way more deterministic outcomes and bring balance between
Warrior's heavy armors and shields vs Ranger's speed and lack of those on Wizard in exchange
for his awesome offensive power.
OR, instead of all this, simply drop the Effectivness part.
