Nope. We are not on the same page. That's why I am trying to bring you on it.Malekitsu wrote: ↑26 May 2022, 20:19Not sure we are on the same page.They do if they are multipliers. Imagine character currently has +10% item and +10% skill. It'll take a lot of investment and efforts to advance skill to +20% level but it is much easier to find next level +20% item. True that if you advance both the skill and item you get 30% but finding a next-next level item for 30% increase is still easier.
Increasing 50% flat damage damage from weapon and 50% bonus damage from skill would make it +125% damage, making both equally important.
Doing this would make both skill and weapon necessary in order to deal good damage.
Not both skills and weapon necessary to deal good damage. Imagine each skill jump and each weapon level jump give you 50% bonus. Imagine also it is much easier to find next level item than raise the skill. You are saying +50% is not good damage yet but +125% is good damage? Great. There are 3 (three) ways to achieve it: 1) get +2 level item, 2) get +1 level item and +1 skill, 3) get +2 skill. What path would player go, you think?
I don't get how it is an *exploit* to raise your skills by investing in them and hiring followers for money.Malekitsu wrote: ↑26 May 2022, 20:19 This also would prevent exploiting skill points at early stages in the game.
In a new game my knight lvl 3 has lvl 5 spear+3LVL with follower.
The spear gets 3 damage because 2hands, 2 base damage with skill and 2 damage because knight.
I have +56 damage at level 3, making the spear to hit 60-80.
Sure. Let me know if you need any help.Malekitsu wrote: ↑26 May 2022, 20:19no problem, once I learn to do 1 it isn't a big deal wasting few days if it means to make a great mod, I have no other particular plans for the summer .I guess, one should just redo all chests and other item generators and corps lootings to balance item levels according to current progress stage. I'd suggest starting with https://grayface.github.io/mm/ext/ and then joining the corresponding forum. The author is still active right here on this site. I can help you with programming but I should warn you that this is extremely tedious work. Each and every item generator should be adjusted manually. I don't see other way to do it, unfortunately.
I didn't mean there is any formality and some global shared table around. Hell, you don't even need a table-table in the post. Just explain your idea in complete form so others can understand.Malekitsu wrote: ↑26 May 2022, 20:19sure, is there already a table I can edit? Or I have to make it from scratch?I didn't mean you proposal is wrong. Just need more clear presentation with tables, examples, and such. Other thread participants also can contribute their opinions.
I managed to find the monster table. While the value are normal in actual gameplay they have 2x stats, I guess the lua code is doing the work.
I think before working on the monster balance is important to balance skills and equip first, so I would like to start there.
It may be just me tired and skimming over messages on this thread. Sorry, if so.