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  Click here to go to the next staff post in this thread.   #41  
Old 05-06-2010, 08:27 AM
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Originally Posted by ASYLUM101 View Post
Not sure how the whole "strength required for all armor" is gonna go down though.... I guess mage and archer armors will have lower str values, less armor values, but more bonuses that would be otherwise useless for warriors?
I haven't figured out all the details, which is why I'm still in the exploratory stages with this idea. However, my thought is that leveling / mastery bonuses will provide enough attributes so that characters don't end up using level 1 gear at level 50 even if they're not investing in the requisite attribute. The way loot drops and affixes work is different in Grim Dawn also, which helps support this. It is possible for enemies or chests to drop loot significantly below their own level but which can be assigned much higher level affixes that is based on the level of the enemy or chest rather than the loot itself. So this provides the opportunity for a caster whose put no attributes into physique to find lower level armor with some awesome higher-level bonuses. On the other hand, a caster dumping points into spirit would also be able to wear higher-level rings and such, which could also compensate.

Honestly though, this is just sort of an idea in the back of my head right now, I'd have to think about it a lot more before I feel comfortable putting it in the game.
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Old 05-06-2010, 09:51 AM
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The level restriction is a sort of balancing fail-safe in the event that certain items don't have attribute requirements or to put a reasonable limit how far ahead in items the player can get by twinking themselves with lots of +attribute gear and min / maxing their points. I think it could be less restrictive than it is on TQ though.
Is a level 11-15 requirement supposed to prevent you from wearing items that drop in legendary? Here are some extreme samples from my collection. That's why I asked, if the level requirement will be removed.
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  #43  
Old 05-06-2010, 10:11 AM
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Is a level 11-15 requirement supposed to prevent you from wearing items that drop in legendary? Here are some extreme samples from my collection. That's why I asked, if the level requirement will be removed.
I thought it serve to as a fail-safe "in the event that certain items don't have attribute requirement". All your example does have attribute requirement. If I'm not understand it in the wrong way.

Like this Venom Heart which doesn't have attribute requirement but you need to be at least level 22 to use it.
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Old 05-06-2010, 10:31 AM
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No, you understood correctly. I amend my suggestion: Can items either have stat or level requirements, but not both? You can find almost the same item multiple times, just with different level requirements (e.g.: 11, 25 or 34). So where is the point?

Edit: just stumbled upon this post from you
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Old 05-06-2010, 11:47 AM
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Originally Posted by medierra View Post
cunning describes your skill, training, and cleverness in combat both with physical weapons and magic. To that end it increases your damages, probability to hit, and critical hits.

Physique is your overall strength, dexterity, physical conditioning. It influences your ability to effectively wear heavier armor but also represents the agility with which you avoid attacks and being critically hit.

Spirit represents your energy and willpower. It allows you to wield more potent magical items and influences the rate at which you regain energy.
Sounds interesting.
The new feature 'critical hits for ranged weapons' fits well with the cunning attribute.

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I'm also contemplating getting rid of the point allocation for both health and energy and then making it so that you gain a health bonus for every point in physique and an energy bonus for every point in spirit.
That's a good thing.
To me, spending points in life or energy always seemed unnecessary in TQ.
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Old 05-06-2010, 01:09 PM
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Originally Posted by eisprinzessin View Post
No, you understood correctly. I amend my suggestion: Can items either have stat or level requirements, but not both? You can find almost the same item multiple times, just with different level requirements (e.g.: 11, 25 or 34). So where is the point?

Edit: just stumbled upon this post from you
Oh ok. True this is kind of weird.
  #47  
Old 05-06-2010, 01:20 PM
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One change that is almost definite is that I've divided OA and DA so they are no longer both increased by DEX. I'm not sure why exactly I did it that way on TQ but I was never quite happy with it.
Agreed - DEX is loopsided in TQ. If you don't use bows/spears in TQ, then you are still required to push DEX, or OA and DA will suck. Will we be able to assign points to OA and DA separately in GD?
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I'm not sure about this but my current thinking is that all weapons will use DEX either as a requirement and / or to be effective with them.
DEX already increases your crit chance. Cunning could also raise your attack speed and damage*. It could also lower the enemies' block chance.
*I'm under the impression that TQ has hit zones (head, chest, legs, etc) and that any damage is just modified by the hit zone's armour value. A high Cunning value could shift chances for the attacker in favour of the enemy's lesser protected zones. Damage would be reduced less.
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I'm also contemplating getting rid of the point allocation for both health and energy and then making it so that you gain a health bonus for every point in physique and an energy bonus for every point in spirit.
I actually sank 28 points in energy, so that my conqueress had 1000 energy. I hardly found decent items for her, which gave her the necessary extra energy. I like your new approach.
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  #48  
Old 05-06-2010, 01:28 PM
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Originally Posted by medierra View Post
Currently we have Cunning, Physique, and Spirit.

My thought is that cunning describes your skill, training, and cleverness in combat both with physical weapons and magic. To that end it increases your damages, probability to hit, and critical hits.

Physique is your overall strength, dexterity, physical conditioning. It influences your ability to effectively wear heavier armor but also represents the agility with which you avoid attacks and being critically hit.

Spirit represents your energy and willpower. It allows you to wield more potent magical items and influences the rate at which you regain energy.

I'm also contemplating getting rid of the point allocation for both health and energy and then making it so that you gain a health bonus for every point in physique and an energy bonus for every point in spirit.

Thoughts? Discuss...
The idea of Physique, Spirit and Cunning sounds really great. These stats would give us a lot more room for making fun hybrid classes without having to worry too much about stats allocation.

What I'd really like to see is the health and energy increase with each level up, without having to add points anywhere, even physique or spirit.

Why? Cause while playing TQ, I always felt some classes had way too low health if you didn't drop any points in health, and also felt some classes really lacked energy, even melee, cause as much as melee doesn't spend that much energy, some skills are still costly, energy wise, and I really hate chugging energy pots as a pure melee fighter.

You could increase the rate of health and energy increase per level, based on your physique or spirit. This would preserve the balance, in the way that players that invested points into other stats wouldn't have as high health pools as players that invested heavily into physique do, but they'd still have a decent amount, given by the leveling. Same way, the latter would receive some minor energy boost, but nowhere near the amount of energy a player that "stacked" spirit would.

Just a thought.
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  Click here to go to the next staff post in this thread.   #49  
Old 05-06-2010, 06:25 PM
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Originally Posted by eisprinzessin View Post
No, you understood correctly. I amend my suggestion: Can items either have stat or level requirements, but not both? You can find almost the same item multiple times, just with different level requirements (e.g.: 11, 25 or 34). So where is the point?

Edit: just stumbled upon this post from you
You can blame affixes for this. Affixes are were things start to get really messy because I at least haven't thought of a really good way to do requirements for them given that a single affix can appear on many different types of equipment over a large level range. So, setting some minimum item level seems the best solution. If an item already has an item level requirement, it just uses whichever is higher. If not, then it just applies the one from the affix. If you have a low-level affix on a high-level items, then you may end up with what seems like a ridiculously low item level requirement.
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Old 05-06-2010, 07:44 PM
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Thanx for the feedback. Things are more complex than they appeared first. I assume that this will remain unless you overhaul the whole system. Well, it's just a minor flaw, and you probably want to spend your resources on more essential things ... so, did you find anything useful in our other replies?
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