LordOfTheSquids
Quality Assurance
Update 37 - Stat Crunch!
1) Numbers went down across the board. Mostly by about a factor of about 10, in order to improve readability and reduce stat bloat.
2) The balance of the game level over level has been smoothed out to reduce some of the more severe spikes and troughs in difficulty.
3) Monster damage has gone up a bit overall, as has player healing - both relative to the player's overall morale pool.
4) The level slighting tables have been updated to be a little more aggressive, to adjust to the fact that level over level differences in stats across the game are now smaller.
--- This means that fighting mobs above your level now results in a small bonus to their damage and mitigation for each level of difference. However, we've reduced the 'automatic miss chance' that those tables applied, so that mechanic only kicks in once monsters are considerably (6+) levels above you. None of this has any effect when you are fighting enemies at or below your level.
Update 37 - Beta#4
- Reverted most of the mainstat changes as we're not going to be able to do proper itemization support for them in the short term.
- Did another pass to tweak the gearing ratios, and figured stats should now come out much closer to where they were prior to the stat crunch.
- One change that remains is that the figured stats gained from vitality and fate have both been reduced for all classes, as these stats now operate at a higher ratio compared to the other mainstats and they were over-contributing to figured characteristics. This should generally just keep their overall contribution similar to what it was.
- PvMP
- Free Players now gain +50% Morale from having full Audacity equipment worn. This is because the stat crunch lowers player damage more than it lowers monster player damage, so this 50% morale bonus keeps the ratio of monster player damage to Freep morale where it was pre-crunch.
- Monster Player morale and healing values have been adjusted as part of the stat squish.
- Toxin's power drain is no longer increased by a Weaver's tactical damage or venom multiplier. Post stat-crunch, power is too tightly bound for toxin to have that degree of variance while being balanced.
- Creep base ICMR has been adjusted, and Racial Traits which improve ICMR have been adjusted to match their pre-stat-crunch potency.
- Creep max power has been adjusted, and should now match the reduced power costs of skills with the stat crunch.
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