This is just a suggestion with examples no real %, i would like to know your opinion about this.
Rework of strength/intelligence/Agillity/Health
First of all i would change the form how damage is dealt for that you remove the minimum weapon ATK and leave the maximum as "Weapon ATK" so you have one stat.
Of course you cant just deal the same damage over and over so you need something to change the damage from hit to hit, this is where the Agillity stat comes in. The ATK amount is the Maximum Damage you can deal and the number that is used for calculations. Each class will have an amount of % that defines the differences between each hits as example on the Overlord.
His ATK amount is like 120k. So the Skills scale with that ATK amount but he also has a difference % of like 50% so skills can deal like only 50% of the Damage and the Damage is between the ATK amount and the % amount of it.
Agillity: Agillity will be used to reduce the difference from the ATK amount. The more Agillity you stack the smaller will your difference % get, as for the Overlord if you stack like 800 Agillity the Difference wont be 50% anymore but like 15%, because more agillity means more accuracy.
Evade rate:Evade rate is a completly useless stat right now, so how about reworking it so the evade rate doesnt allow evading attacks but more like reducing the Damage by % because you dont get hit by a full strike.
Aim rate:Aim rate is as useless as Evade rate, but remain as its counter so the more Aim rate you have the lower is the chance for the enemy to evade and reduce your damage.
Intelligence: Intelligence will be used to increase anything that is casted, of course any skill has its own int scaling, so the more Int you have the better your buffs get, this could lead to more variety like full int Overlord/Ninja or whatever has group buffs just to give them huge buffs but not dealing that much dmg. Also the Int will define the Amount of Heals or other skills that need to be casted.
Strength: Strength will simply increase the Damage of skills that are performed directly by the Character and not casted (but more impact than now). Also it increase the chance to have a "break through" strike, those strikes will ignore like 15% of the armor of the enemy for that one strike, but the % shouldnt be high, maximum of like 5% when you have around of 1000 strength.
Health: Health will remain increasing the HP of the Character but it will have an addition called "withstand". This stat gives you a chance to either decrease the dmg of a hit like the "break through" or it gives the abillity to withstand a cc effect.
Edited by Vossel, 23 December 2017 - 03:47 PM.