I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.
Warrior and Rogue both have a total of 85 stat points from the start, while Sorcerers have 80 only.
All have 85 stat points at start.
class, STR, DEX, MAG, VIT
Warrior, 30, 20, 10, 25
Rogue, 20, 30, 15, 20
Sorcerer, 15, 15, 35, 20
The fact that Sorcerers & Rogue only gain 1 life per vitality, while Warriors gain +2 (not talking about per level up bonus), gives a huge advantage to the Warriors as vitality is an non-capped stat. I'm not exactly sure how to remedy this besides to have vitality and magic give all classes +2 instead (leave the level up bonus untouched). [...] Or, if you want, the better way may be to leave the way vitality and magic effects life/mana alone and only have it so that when vitality is increased beyond 80, to have it give +2 to life regardless to what class.
Formulas that are in effect:
Max Life:
Warrior: 2 * VIT_char + 2 * VIT_item + 2 * clvl + +HP + 18
Rogue: 1 * VIT_char + 1.5 * VIT_item + 2 * clvl + +HP + 23
Sorcerer: 1 * VIT_char + 1 * VIT_item + 1 * clvl + +HP + 19
+HP is health directly from items (can be negative)
VIT_item is the vitality that is given from items (can be negative)
VIT_char is the vitality from your spend points (can't be negative)
Warriors are designed to go into melee. He receives the most health from everything.
Rogue is designed to fight on long and short range with bows. In the end, she has lower health compared to the Warrior, but she has more mana and can use mana shield to boost her protection.
Sorcerer is designed to fight on range with his spells. Basically he only needs as much life as he needs to survive until he fiends mana shield.
If we have a look at the Mana formulas, it will look different.
Max Mana:
Warrior: 1 * MAG_char + 1 * MAG_item + 1 * clvl + +MP - 1
Rogue: 1 * MAG_char + 1.5 * MAG_item + 2 * clvl + +MP + 5
Sorcerer: 2 *MAG_char + 2 * MAG_item + 2 * clvl + +MP - 2
Here, the Warrior is the worst, Rogue in the middle and Sorcerer is best.
Also, you may note that Rogue receives a 0.5 more mana and vitality through items.
In the long run, +HP items are best to raise the HP with any character.
I still would need Vitality affect more because atm it only effects Life. There is no real gain in having +VIT items instead of +HP items right now.
Maybe I should add a formula that adds physical resistance based on char level and vitality. Your life value will be more worth vs most enemies depending on your vitality.
Also, I should make it improve the life regeneration.
The Diablo The Hell mod I referenced used Vitality part of the max Damage reduced per Attack. But the whole game was changed around the need of having -DamageTaken Affixes to survive longer.
edit:
news:
- some additions to Tristram's cathedral building to make it look better
- added life regeneration based on vitality
Oh and I had a great idea. Vitality could influence the damage needed and its chances to put you into hit recovery...
edit:
- made Strength have a bigger impact on damage than Dexterity for the Rogue and slightly nerved her axe damage. Buffed Warrior's and Sorcerer's bow damage.
ROGUE physical damage: (STR*1.2 + DEX*0.8)*clvl/200 for bow; (STR)*clvl/125 for axes; (STR*1.25 + DEX*0.75)*clvl/200 for other melee weapons.
WARRIOR physical damage: (STR)*clvl/150 for bow; (STR)*clvl/100 for other weapons
SORCERER physical damage: (STR)*clvl/150 for bows; (STR)*clvl/100 for other weapons
Post has been edited 3 time(s), last time on Jan 17 2012, 8:16 am by Ahli.