Damage Skill
Posted: Sat Oct 24, 2020 4:53 am
A separate skill introduction specifically for the damage.
Here's my proposal:
1) +1 additional points each time the player chooses to pick damage on every level, thus resulting total points of +2 are added to the attack damage. This skill can only be accessed after passing minimum base requirements, be it a level, or anything else. For ex: +1 additional damage each time once you unlock the skill at Level 20. +2 additional damage at Level 40, and so on...
OR
2) %number of increase to any existing weapon's damage modifier. Ex: 20% increase to base values from 100% DM to 120% DM after unlocking the skill at Level 15. Subsequent unlocks can occur at different levels with additional 20% increase.
What are the advantages to the player?
In case of 1) Increases both minimum and maximum damage unlike the hard hit skill which only increases the maximum damage. Bonus increase on every level up ensures that the player has more room to spend levels on other stats like AC, BC, and allows to keep a slot open to experiment with other equipments.
Right now, I rely on the same equipments more often to meet the damage requirements.
In case of 2) Something I prefer over 1) as it allows to upgrade any EXISTING weapon's resulting damage potential through increased damage modifier and retaining it for a long time, particularly for special benefits (be it conditions, AC, criticals, etc) attached to the weapon. This will significantly help to make the weapons with low attack damage more attractive over time. Importantly, the increase on every skill point should come with minimum gap between the level requirements for a long term benefits, otherwise a mere 20% increase at every 20 levels won't encourage players to invest in it. Maybe at every 5 or 10 levels?
Here's my proposal:
1) +1 additional points each time the player chooses to pick damage on every level, thus resulting total points of +2 are added to the attack damage. This skill can only be accessed after passing minimum base requirements, be it a level, or anything else. For ex: +1 additional damage each time once you unlock the skill at Level 20. +2 additional damage at Level 40, and so on...
OR
2) %number of increase to any existing weapon's damage modifier. Ex: 20% increase to base values from 100% DM to 120% DM after unlocking the skill at Level 15. Subsequent unlocks can occur at different levels with additional 20% increase.
What are the advantages to the player?
In case of 1) Increases both minimum and maximum damage unlike the hard hit skill which only increases the maximum damage. Bonus increase on every level up ensures that the player has more room to spend levels on other stats like AC, BC, and allows to keep a slot open to experiment with other equipments.
Right now, I rely on the same equipments more often to meet the damage requirements.
In case of 2) Something I prefer over 1) as it allows to upgrade any EXISTING weapon's resulting damage potential through increased damage modifier and retaining it for a long time, particularly for special benefits (be it conditions, AC, criticals, etc) attached to the weapon. This will significantly help to make the weapons with low attack damage more attractive over time. Importantly, the increase on every skill point should come with minimum gap between the level requirements for a long term benefits, otherwise a mere 20% increase at every 20 levels won't encourage players to invest in it. Maybe at every 5 or 10 levels?