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	<title type="html"><![CDATA[Faldon Forums - Pre/Suff Rework]]></title>
	<link rel="self" href="https://www.faldon.org/feed/atom/topic/7668/"/>
	<updated>2024-10-31T19:04:35Z</updated>
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			<title type="html"><![CDATA[Pre/Suff Rework]]></title>
			<link rel="alternate" href="https://www.faldon.org/post/73627/#p73627"/>
			<content type="html"><![CDATA[<p>Current pre/suffs are based and balanced off a old stat cap that is no longer relevant making most items relatively worthless compared to the benefits you can achieve via leveling, so it got me thinking.</p><p>What if stat based Pre/sufs provided a % bonus of the stat they were giving instead of a flat amount and % based damage items provided a flat damage amount.</p><p>Let&#039;s say Tier 6 pre/suffs gave 1% of the stat they intended to buff, orc would give 25 str to a character with 2500 str and effectively increase their damage 1%. This makes a lot more sense, now an orc item might be useful.</p><p>The downside is what? A lower level character wouldn&#039;t get the benefit a higher level character would.</p><p>This is remedied by changing % based damage to a static amount of damage.</p><p>Let&#039;s say Dragon does a static 20 bonus damage to a monster that is affected by fire damage. This will have a lot more benefit for a low level character who has less strength. The higher-level character doesn&#039;t get as much of an advantage by having higher stats effectively multiplied by using piles of +20% damage.</p><p>This model would give more benefit to new players wishing to level, while rewarding players who have achieved higher levels with a use for their items &amp; stats.</p>]]></content>
			<author>
				<name><![CDATA[Mechanic]]></name>
				<uri>https://www.faldon.org/user/4074/</uri>
			</author>
			<updated>2024-10-31T19:04:35Z</updated>
			<id>https://www.faldon.org/post/73627/#p73627</id>
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