Right, with the upcoming patch, spells will be able to scale damage with stats other than magic power. The applications of this are simply HUGE, so I thought I'd start a thread for discussion of it. I know one of the things I'M considering http://finalfantasy.wikia.com/wiki/Mystic_Knight_(Final_Fantasy_V) Elemental enchantments to physical attacks which improve (slowly) with melee power, culminating in a final skill that deals double damage (as long as you can handle the steep mana upkeep cost) What are YOU guys planning?
I...I have no idea. My entire world is caving in on me. I'm going to have to...to WANT to...redo everything. All my mods. The Core and Expansion Skills Rebalance. This is going to change the hell out of Fight Club. Obviously, it's going to be a crucial balance, keeping an eye on which stats accelerate quickly out of the box (HP/MP obviously, Sneakiness, then Dodge/Critical/Haywire/Magic Resistance, with Melee Power/EDR and Block/Counter being dramatically slower) so that you can adjust your scaling factors appropriately.
This opens up some combo possibilities, which both excite and terrify me. Skill A boosts Melee Power based on sneakiness, for example, and Skill B buffs Sneakiness based on Melee Power. Assuming it doesn't crash the program right out of hand (due to infinite loops), it's gonna get wild and wooly till we settle in on a balance consensus. Fun. Back before I played floor 12 the first time and decided I needed to build Interior Dredmorating, I was working on a set of skills in a mod called Dirty Jobs. This change may well entice me back into skill modding.
I don't think that's actually possible. The scaling seems to allow for stuff like damage to be affected by other stats, not stat boosts.
Yeah, it'll change much, and there'll be many new possibilities. We'll probably break everything countless times doing experiments like the one r_b_bergstrom described before we even get to anything, but that's part of the fun.
So I would hope the sake of balance, but so I hope _not_ for the sake of possibility. But even if you're absolutely correct, which you probably are, one could still make a tree that includes 1 level that has some special attack that does damage based on on stat X and the rest of the levels include boosts to that stat. Once created, that skill becomes comboliscious with other spells or skills that boost said stat. This alone should really open up build and strategy ideas.
Some skills would benefit a lot from scaling to other things. Procs in particular just need to scale with melee power or a relevant stat (like crit chance for assassin procs). Most things are fine scaling off of magic power. Imagine if traps scaled off of trap affinity though.
I'm going to start messing around with my planned Paladin of Krong, which will scale by Smithing. Extra-slow scaling here, but mostly left up to the player's level up planning.
I have SO MANY ideas that make me want to try modding again. - My old Iron Mage idea could scale with Armor Absorb on one or two spells, that would be cool. - Melee Power scaling on, well, lots of things - 'Sniper' that scales with EDR? And that's off of the top of my head in few minutes after seeing the news. I know what I'm doing this weekend. Well, look on the bright side, you don't need to change any Wizard type skills at all.
Arrgh, now I've got to rework the formulas for Blood Knight to make things scale with melee power. Proper scaling for drains? Yes! Yes!
Interestingly, this will give us a creative way to do drain: 0 base damage plus scaling to a percentage of HP or MP.
Never thought of that. Lose 50% of health Code: <effect type="heal" amountF="-0.5" secondaryFactor="1"/> I forget if amountF works negative for heals though.
I think everyone who's submitted game content is thinking the same thing. I also feel that the monsters need to be overhauled too, in addition to everything else.
I like where you guys are going with this, but I'm curious whether a Paladin Archaeologist would get 3 uses out of an altar, or 2? (I would really hope it doesn't stack and you only get 2)
It's two, the method doesn't stack. It will mention the kronian ritual when it fails even for paladin though.
You can only refresh an Altar once, even if you wait for the cooldown on the Archaeology skill. It just doesn't work a second time.