By increasing the out of morph damage and decreasing it in morph, this allows weapons that are under the OAD weapon I balanced it on less impacting, so you should deal more damage overall, however, you might not cause the formulas were changed too. 8)
Lets start with Kitty Mode: (round() being 2.555 would round to 2.6 for example.)
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entityAgilityBonus = round((entityWisdom-9) * entityWisdom * 0.0105, 1)
entityStrengthBonus = round((entityWisdom-5) * (entityWisdom^3) * 0.0000685, 1)
entityArmorBonus = math.floor((entityWisdom-4) * 2)
The AGI formula and STR formula are more impacting now, especially the STR one per wisdom point. These are not based with a +1, which will further boost the STR by a point or two.
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RACE GAIN MAXSTR TOTAL
DE 8.22 20 28.22
DWARF 8.22 21 29.22
ELEMENTAL 15.001911 14 29.001911
ELF 10.150056 18 28.150056
GNOME 12.399596 16 28.399596
HE 8.22 19 27.22
LING 8.22 18 26.22
HUMAN 8.22 20 28.22
You can see here that dwarfs, elementals and gnomes are in the lead, followed by elves, and DE. Let us plus 1 stats.
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RACE GAIN MAXSTR TOTAL
DE 10.150056 20 30.150056
DWARF 10.150056 21 31.150056
ELEMENTAL 17.991936 14 31.991936
ELF 12.399596 18 30.399596
GNOME 15.001911 16 31.001911
HE 10.150056 19 29.150056
LING 10.150056 18 28.150056
HUMAN 10.150056 20 30.150056
Now you see that elemental takes the lead because of the +1, with dwarfs/gnomes in a similar spot. Elves and De fall a little behind, and then the rest come up behind too. Lings get a little less than everyone because of the formula regardless, but I feel this is just and fine, so they no longer have the 'best' stats to pick from. But they do have something!
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Race Bonus Base AGI Total
DE 2.31 22 24.31
DWARF 2.31 19 21.31
ELEMENTAL 3.381 19 22.381
ELF 2.646 22 24.646
GNOME 3.003 21 24.003
HE 2.31 21 23.31
LING 2.31 23 25.31
HUMAN 2.31 20 22.31
This is without +1.. With these values ling takes the top, then elf, de, gnome, etc. With +1 since the formula isn't so hard the agi is increased about half an AGI more too on all races. There is nothing hidden there. I might still tweak this though, tough to say.
Based on this plus HP I feel like it's a good spot, or at least better for now. For AC, It is pretty simple: entityArmorBonus = math.floor((entityWisdom-4) * 2).. So 24 wis would give you ((24-4)*2)=40 AC and 20 wis would give you ((20-4)*2)=32AC... Generally 2 AC per wisdom point.
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FLOOFYBEAR FORM.
entityAgilityBonus = round((entityWisdom-5) * entityWisdom * 0.0035, 1)
entityStrengthBonus = round((entityWisdom-5) * (entityWisdom^3) * 0.000051375, 1)
entityEnduranceBonus = 1 + round(((entityWisdom-8) * entityWisdom * 0.0079), 1)
entityArmorBonus = math.floor((entityWisdom-2) * 3)
This one was a little tough. It's still an ongoing process. First off, their STR gain is 75% of cat form. With the recent changes, it bring it a little closer to cat damage but still enough that the AGI/STR of cat form is more useful for straight up damage. I'm not really going to go into the str values, take the base bonus value (NOT TOTAL) and remove 25% of it. Done.
Agility is also adjusted. The base AGI is about the same but it scales faster downwards. For example 23 wisdom gives you 1.449 agi, and 20 wisdom gives you 1.12 agi. I would say its just under half the AGI for most cases that cat form gives you.
Endurance was changed a bit as well. It also scales down a little faster. 24 wisdom gives you 3.0 endurance, 20 wisdom gives you 1.9 endurance. Right now 3 endurance would be around 180 HP and 1.9 endurance is about 110 HP.
Armor was raised a bit, similar formula to cat, but you'll gain 3 AC per point. 66 AC at 24 wisdom, and 54 AC at 20 wisdom. Both are increased but more so on higher wisdom. It compensates for the loss of END but also gets them to actual heavy armor levels.
This is all subject to change, but should hopefully be better.