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		<title><![CDATA[Faldon Forums - Pre/Suff Rework]]></title>
		<link>https://www.faldon.org/topic/7668/</link>
		<description><![CDATA[The most recent posts in Pre/Suff Rework.]]></description>
		<lastBuildDate>Thu, 31 Oct 2024 19:04:35 +0000</lastBuildDate>
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			<title><![CDATA[Pre/Suff Rework]]></title>
			<link>https://www.faldon.org/post/73627/#p73627</link>
			<description><![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>]]></description>
			<author><![CDATA[dummy@example.com (Mechanic)]]></author>
			<pubDate>Thu, 31 Oct 2024 19:04:35 +0000</pubDate>
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