Lots of good suggestions- love the
clvlvs.
slvlbased formula for spells, *Nefarius*.
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Strength boost to lower grade weapons... hmmm. Calculations and balancing would be very tough I imagine once one includes boosts from skills as well.
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(C&P from Areat Summit from http://www.battle.net/diablo2exp/basics ... ters.shtml with some edits)
Say melee weapon,
Final Mean Damage = (Weapon Mean Damage + (+x To Mean Damage)) * (1 + StatsBonus + (+x% Enhanced Damage) / 100)
Let's say I have a Pally with 100 strength holding a sword (Big sword) with 50 mean damage. He's not using any melee skill.
Final Mean Damage = (50 + 0) * (1 + 100/100 + 0 / 100)
=100
Let's say we want the previous grade sword (Small sword) has mean damage 40 points. We want to keep it constant to 10 points less final mean damage.
so let 90 = (40 + 0) * (1 + (100+x)/100 + 0 / 100)
x=25
Thus, if we set:
Old small sword has 40 mean damage.
New Small sword has 40 mean damage, +25 to strength
Big sword has 50 mean damage.
...then:
Old small sword: Final Mean Damage = (40 + 0) * (1 + 100/100 + 0/100) = 80
New Small sword: Final Mean Damage = (40 + 0) * (1 + (100+25)/100 + 0/100) = 90
Big sword: Final Mean Damage = (50 + 0) * (1 + 150/100 + 0/100) = 100
But what if the pally had 150 strength at the time? Assuming the same weapons,
Old small sword: Final Mean Damage = (40 + 0) * (1 + 100/100 + 0/100) = 100
New Small sword: Final Mean Damage = (40 + 0) * (1 + (100+25)/100 + 0/100) = 110
Big sword: Final Mean Damage = (50 + 0) * (1 + 100/100 + 0/100) = 125
What if it were a lowly necromancer with 50 strength?
Old small sword: Final Mean Damage = (40 + 0) * (1 + 50/100 + 0/100) = 60
New Small sword: Final Mean Damage = (40 + 0) * (1 + (50+25)/100 + 0/100) = 70
Big sword: Final Mean Damage = (50 + 0) * (1 + 50/100 + 0/100) = 75
So the higher the character's base strength, the less difference the strength bonus in a lower grade sword would make. That's okay, actually.
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But I think that more gradual increases in the weapon damage makes more sense - it's easier for players to grasp when they appraise a new weapon.
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A problem - weapons of different grades have different weapon speeds. So if I carry out more gradual increases in damage (using whatever method), lower damage weapons with higher speed are going to become significantly more powerful.
I should have considered this earlier - this is probably why Blizzard made the strength formula a multiplicative bonus rather than a straight bonus. Rats.
Arghhh.
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+x % Enhanced Damage = all +x % Enhanced Damage from different items (jewels in armor/helm/shield, Lionheart etc.) and skills (both your skills, and others auras and Heart of Wolverine). +x% Enhanced Damage versus demons/undead is put here as well. -x% dmg from skills like Weaken, Taunt (monster only) and Battle Cry is put here. If monsters have no StatsBonus or Skill Enhanced Damage%, then -x% dmg will lower their dmg by the stated amount. When they have an aura (Might/Fanatacism), the -x% reduces the skill Enhanced Damage%.
'+x To Minimum/Maximum Damage' in this case is from items other than the weapon (armor and charms).
Damage +x (ie, The Redeemer) is the same as +Minimum/Maximum Damage, with the +Minimum and +Maximum being equal to the amount shown. The Character Screen does not take Damage +x into account when calculating total damage.
StatsBonus = a damage bonus you get from your strength and/or Dexterity (depends on what kind of weapon you're using). Hammers (War Hammer, Maul, Great Maul and their upgrades) : 1.10*str / 100 Daggers, Throwing Weapons and Assassin Claws: (0.75*str / 100) + (0.75*dex / 100) Bows and Crossbows: dex / 100
Amazon Only Spears/Javelins: (0.80*str / 100) + (0.50 *dex /100)
Other Weapons: str / 100
Rounded down to 0.01 accuracy (ie, for Hammers 157 Strength is a StatsBonus of 1.72)
Modifier
Default = 1
Multiple Shot/Strafe/Lightning Bolt = 0.75
Critical Hit/Deadly Strike = 2
Blade Fury (1-handed weapons) = 0.7
Blade Sentinel/Blade Fury (2-handed weapons) = 0.375
Blade Shield = 0.25
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BTW, what's a pulgin? Newbie here, please be kind.