As far as I know at the moment the calculations for attack power are multiplicative - the formula uses some variation on weapon x stats x other to calculate the final damage. I would suggest this be changed to some variation on (weapon + stats) x other. This should be balanced in such a way as to retain the current damage done with matching stats and weapon type.
At the moment getting up the material tree is paramount to weapon damage because it multiplies against *everything*. A high strength fighter is little good with a low material sword. This creates poor balance between the material levels. For armour it's not so bad, since the armour effects are additive, so being a few points different is less of an issue. If the melee damage from stats were additive then a high strength fighter with a low material sword would still do decent damage from his own brawn alone - but of course with a better sword he'd still be better.
Perhaps someone who knows the code better can suggest what numbers would fit this sort of system best?
Additive attack power
Moderator: Moderator
Re: Additive attack power
I think this is a very good idea. As it stands right now, weapon damage is overpowered and melee is to much item-dependent.
Re: Additive attack power
Essentially, then, you're suggesting that weapons should function like their popups claim they do, rather than like they actually function currently.