NiteHawk wrote:Folder wrote:INT v WIS is crap, the current methodology of using WIS works better and is easier to balance imo. The scale can be adjusted easily, if needed. Not sure any adjustment is needed atm though.
I agree, was just bringing it up since it was brought up a few times on why it's hard to balance. The scaling can be changed for sure if it's too low or high, or per point of wis, etc
int vs wis summary:
hit rate base 40%
INT:
int adds 1.25% to hit chance all the way to 20
21+ int adds a 2% /int flat chance to hit with spells
(this is after the formula for hitting, similar to how 5% to hit works on a cav/knight)
characters under 16 int receive a 2% hit rate penalty per int under 16 to a max of 10% with 10 int
WISDOM
wisdom raises dodge 1.25% all the way to 20 then 2% per point after that
characters under 16 wis receive a 2% less chance to dodge spells per wis under 16 to a max of 10% at 10 wis
TESTS
10 int vs 10 wis = 40%
20 int vs 10 wis = 52.5% + 4.75 = 57.25% *(Defender adjustment: 47.5*0.1 = 4.75)
24 int vs 10 wis = 52.5*1.1=57.75 +4.75 = 62.5% *(Defender adjustment: 47.5*0.1 = 4.75)
20 int vs 24 wis = 32%
24 int vs 24 wis = 32* 1.1 = 35.2%
24 int vs 20 wis = 40* 1.1 = 44%
24 int vs 17 wis = 43.75*1.1 = 48.125%
20 int vs 17 wis = 43.75%
17 int vs 20 wis = 36.25%
overall 35.2-62.5
RACIAL MR:
racial mr can be changed to reflect direct damage reduction from spells.
(you can adjust mr on races easily to reflect what you want. if you want a gnome to survive 2 more magical hits than a dwarf go ahead.
if you want a goblin to survive 3 more shots than a helf go ahead) you can actually accomplish this with a sim and no player input and its easily adjustable
spell negation remins the same
(attacking Mages spell damage * Racial MR variable - negation = damage received)