Currently, this is how our scaling is for bonus dice on weapons:
It's a rather gradual scaling, however... it doesn't actually make much sense.
Let's take a Level 5 character. Including starting stats, he should have a total of 35 stats across the board, and his Courage stat, assuming roughly average stats, is going to be about 7. Adding 4 Dice to this on attack gives a 57% increase in attack. If we run glass cannon (aka, 40%+ of stat points into one stat), then his Courage stat will be about 14. With +4 Dice on this attack, that's a 28% increase.
Now let's run the numbers going up every 10 levels from there, given average stats and glass cannon stats:Level 15
85 Stat Points
+6 Dice on attack
Average Stats: 17 + 6 Courage = 23 Courage, 35% increase
Glass Cannon Stats: 34 + 6 Courage = 40 Courage, 17% increase
Level 25
135 Stat Points
+8 Dice on attack
Average Stats: 27 + 8 Courage = 35 Courage, 30% increase
Glass Cannon Stats: 54 + 8 Courage = 62 Courage, 15% increase
Level 35
185 Stat Points
+11 Dice on attack
Average Stats: 37 + 11 Courage = 48 Courage, 30% increase
Glass Cannon Stats: 74 + 11 Courage = 85 Courage, 15% increase
Level 45
235 Stat Points
+14 Dice on attack
Average Stats: 47 + 14 Courage = 61 Courage, 30% increase
Glass Cannon Stats: 94 + 14 Courage = 108 Courage, 15% increase
Level 50
260 Stat Points
+18 Dice on attack
Average Stats: 52 + 18 Courage = 70 Courage, 35% increase
Glass Cannon Stats: 104 + 18 Courage = 122 Courage, 17% increase
Here's the problem with this. Naturally, when you jump up each tier, there should be a static amount it increases by. In order for each tier to actually feel more powerful, the percentage scale should also go up. Right now, the static amount it increases by is lower than the base amount, and it decreases or remains the same in percentage scale. Where it starts as a massive boost to your attack, it ends as a decent bonus, but not really impactful. Or heck, just a minor bonus, depending on your stats.
Let's try this again. Base amount of +4, base scaling of 50/25% , and scaling up by 4/2% per tier. Keep in mind I'm rounding to the nearest number, so even though the base scaling says it starts at 57%, it's actually 50%.Level 15
85 Stat Points
+9 Dice on attack
Average Stats: 17 + 9 Courage = 26 Courage, 53% increase
Glass Cannon Stats: 34 + 9 Courage = 43 Courage, 27% increase
Level 25
135 Stat Points
+16 Dice on attack
Average Stats: 27 + 16 Courage = 43 Courage, 59% increase
Glass Cannon Stats: 54 + 16 Courage = 70 Courage, 30% increase
Level 35
185 Stat Points
+23 Dice on attack
Average Stats: 37 + 23 Courage = 60 Courage, 62% increase
Glass Cannon Stats: 74 + 23 Courage = 97 Courage, 31% increase
Level 45
235 Stat Points
+31 Dice on attack
Average Stats: 47 + 31 Courage = 78 Courage, 66% increase
Glass Cannon Stats: 94 + 31 Courage = 125 Courage, 33% increase
Level 50
(This one is scaled up a bit more, since it's only a 5 level jump, but still a tier increase)
260 Stat Points
+40 Dice on attack
Average Stats: 52 + 40 Courage = 92 Courage, 77% increase
Glass Cannon Stats: 104 + 40 Courage = 144 Courage, 39% increase
This results in our new tier level scaling:
In the end, we're a much higher up than before, and if a 144 Courage attack sounds like a lot, well, if your opponent has two +30 dice shields and +20 armor... that may not be as much after all.
Thoughts?
- Base Level: Courage +4 dice
- Level 10: Courage +6 dice
- Level 20: Courage +8 dice
- Level 30: Courage +11 dice
- Level 40: Courage +14 dice
- Level 50: Courage +18 dice
It's a rather gradual scaling, however... it doesn't actually make much sense.
Let's take a Level 5 character. Including starting stats, he should have a total of 35 stats across the board, and his Courage stat, assuming roughly average stats, is going to be about 7. Adding 4 Dice to this on attack gives a 57% increase in attack. If we run glass cannon (aka, 40%+ of stat points into one stat), then his Courage stat will be about 14. With +4 Dice on this attack, that's a 28% increase.
Now let's run the numbers going up every 10 levels from there, given average stats and glass cannon stats:
- Level 5
- 35 Stat Points
- +4 Dice on attack
- Average Stats: 7 + 4 Courage = 11 Courage, 57% increase
- Glass Cannon Stats: 14 + 4 Courage = 18 Courage, 28% increase
Here's the problem with this. Naturally, when you jump up each tier, there should be a static amount it increases by. In order for each tier to actually feel more powerful, the percentage scale should also go up. Right now, the static amount it increases by is lower than the base amount, and it decreases or remains the same in percentage scale. Where it starts as a massive boost to your attack, it ends as a decent bonus, but not really impactful. Or heck, just a minor bonus, depending on your stats.
Let's try this again. Base amount of +4, base scaling of 50/25% , and scaling up by 4/2% per tier. Keep in mind I'm rounding to the nearest number, so even though the base scaling says it starts at 57%, it's actually 50%.
- Level 5
- 35 Stat Points
- +4 Dice on attack
- Average Stats: 7 + 4 Courage = 11 Courage, 57% increase
- Glass Cannon Stats: 14 + 4 Courage = 18 Courage, 28% increase
This results in our new tier level scaling:
- Base Level: Courage +4 dice
- Level 10: Courage +9 dice
- Level 20: Courage +16 dice
- Level 30: Courage +23 dice
- Level 40: Courage +31 dice
- Level 50: Courage +40 dice
In the end, we're a much higher up than before, and if a 144 Courage attack sounds like a lot, well, if your opponent has two +30 dice shields and +20 armor... that may not be as much after all.
Thoughts?