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What if we fundamentally changed how stats worked in Arcane Odyssey? Namely if we simplified them down a bit and also changed how scaling worked.
There’d now be two categories for stats: main stats, and sub-stats. All gear items will include one main stat, and most will have 1-2 sub-stats. The two would scale differently, with the main stats scaling based on the level of the gear, and the sub-stats always scaling to a max of 100.
Sub-stats would scale by 0.35% per point—meaning that at 100, it would cause the affected mechanics to scale by 35%.
Basically, new items would always be able to have objectively better main stats but their sub-stats will retain the same scaling throughout the game.
Main Stats
Defense
Every point in defense increases the player’s Max HP by 1. Plain and simple.
Power
Every point in power increases the damage of all of the player’s moves. Individual moves would get a “power multiplier” which would change how the stat affects them.
Blast would have a x1.0 multiplier (before accounting for individual magic multiplier), and thus would gain about 1 damage per point in power—before accounting for magic damage multiplier.
Oh yeah, and limb loss would be removed too.
Regeneration
Every 3 points in Regeneration would increase the player’s regeneration by HP 1 per second.
The player’s base regeneration would now be (0.5% Max HP) + (Regen points). Regeneration would double outside of combat.
Energy Max
Increases the user’s max energy by 1 per point.
Sub-stats
Attack Speed
Increases the projectile speed of all moves utilizing a projectile. For moves which don’t use projectiles, it instead decreases the time it takes for the move to complete at half efficiency.
Attack Size
Increases the size of attacks’ hitboxes.
Intensity
Reduces the cooldown of the user’s moves. Only affects moves which use standard cooldowns (basically—not leaps). Most moves use a 1:1 scaling, though Ult arts use 2:1 scaling (they scale at half efficiency).
Mobility
Increases the user’s running speed (x1), walking speed (x1.2), climbing speed (x1.3), and swimming speed (x1.3).
Agility
Increases the user’s high-jump height (x1), dash distance (x0.8), dodge reflex distance (x0.6), and the distance traveled of moves (varies).
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I’m starting to realize that the best way to bother people is to intentionally make ideas that are half good. That way, they feel more disappointed than anything.
whenever you fight calvus he has a 1/3 chance of charging you instead of neviro knocking you unconscious and leaving neviro the fraud to fight calvus (he always dies and your file gets wiped)