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toteofmagik

Testers
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About toteofmagik

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    The Suggestion Box forums are a boon and a bane... They're grueling to follow, but 1 in every 20 suggestions may be worth investigating...

    "Where there is unity there is victory." -Publilius Syrus

    "Hell is paved with good intentions." -Samuel Johnson

    "One thing is true of all governments - their most reliable records are tax records." -Finch, V for Vendetta

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  1. We're debating different sides of the same discussion topic. I was merely stating that those types of equations are necessary, not ultimately what the effects or numbers of those equations should be. Obviously a lot of thought has to be given to those numbers. To revisit my post... You can't take two players of different age and stats, and have them both club one another with a nail hammer that hits for 1 damage every 1 second and expect anything except that the player with the least amount of health will inevitably die first.
  2. I don't have a problem with RNG calculations, it's the when and where. Removing the Hit/Parry/Dodge factor, you still have to calculate things with percentiles, and should. Take resistances for example. Your stats and damage type should calculate a variable degree of damage, and their stats and resistances should modify that damage. You still have an RNG but you haven't removed the skill factor. It can still be dodged or negated. So back to the OP, your weapons and spells should have a variable effect based on your stats. Not every character holding a hammer should be hitting for
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