Balancing a skill system
Posted: Sat Jul 16, 2011 8:21 pm
I have started working on a skill system for the next release. My thought is that we should reward the players each N levels with a choice of a new skill. I also want the skills to be a lot more powerful than the usual levelup benefits, to really reward reaching higher levels. I'm thinking one skill every 3 levels or so.
Basically, each skill gives some benefit to existing stats or random chances. Some skills might require the player having reached a certain level of some other skill or stat before being available to pick.
I would like to have input on balancing of these skills (see below). Are the percentages and increase amounts balanced well enough?
The skills I have in mind are:
Input is welcome
Basically, each skill gives some benefit to existing stats or random chances. Some skills might require the player having reached a certain level of some other skill or stat before being available to pick.
I would like to have input on balancing of these skills (see below). Are the percentages and increase amounts balanced well enough?
The skills I have in mind are:
- Weapon accuracy. Increases AC by 12 for each skill level.
- Hard hit. Increases min and max damage by 2 for each skill level.
- Merchant. For every skill level, decreases the buying and selling gold penalty by 5 unit percent. (3 levels will make buying price=selling price)
- Dodge. Increases BC by 9 for each skill level.
- Bark skin. Increases damage resistance by 1 for each skill level.
- More criticals. Increases critical chance by 20% for each skill level. (20% increase on existing crit.chance, not 20 unit percent)
- Better criticals. Increases critical multiplier by 50% for each skill level. (50% increase on the existing crit.mult.)
- Combat speed. Increases max AP by 1 for each skill level. Might be overpowered?
- Golddigger. Increases chance of finding gold in monster drops by 30%, and increases quantity of gold drops by 50% for each skill level. (up to the maximum amount that the monster drops)
- Quick learner. Increases amount of exp given by defeating monsters by 10% for each skill level.
- Cleave. Gives +10AP on every kill.
- Corpse eater. Gives +1HP on every kill per skill level.
- Increased fortitude. Raises max HP by 1 per skill level on every subsequent level up. (not retroactively)
- Evasion. For every skill level, reduces both the chance of failed flee attempts by 5% and the chance that a adjacent monster will attack by 5%.
- Failure mastery. For every skill level, reduces the amount of lost exp when dying by 20%. (20% on the existing exp loss amount, not 20 unit percent). 5 levels will remove all exp loss when dying.
- Magic finder. Increases the drop chance on non-ordinary items by 100% for every skill level.
Input is welcome
