New stat idea, it comes from armor, weapons and pets
How it'd work:
Every armor piece, every weapon, every pet would bring a "Fear" stat with them, the higher rarity, tier and blueprint level the item (or pet) is, the more fear it brings
How fear impacts the game:
- Fear stat has a chance to make bandits flee after seeing you, this does not apply to bandit outposts or special events (assume that they are fearless af), it only applies to bandits in the wild, including mines
- Every bandit level has a certain fear factor you need to pass to have a chance for them to flee, the more fear above the requirement you have, the higher the chance for individual (or all if you are lucky) bandits to flee
- There are exceptions, bandit leaders cannot flee, destroyers cannot flee
- There are insta flee times, if your fear factor is 25 points above the requirement of individual bandits, they will instantly flee, with the exceptions above
Fear factor point system:
- 1 Point for every tier (tier 1 will be 1 point, tier 6 will be 6)
- 1 Point for every rarity (common 1 point, uncommon 2 points, rare 3 points, epic 4 points)
- 0,5 points for every blueprint level up to 5 (except on pets, since they don't have blueprint levels)
- If your items/pets are above the tier of the enemy you gain 1 point of fear against them (if your enemy bandit is tier 3 and your gear is tier 4 or above you gain a point), this does not apply to pets
- Every item and pet is individualy counted
Every point above the required fear factor for your enemy gives a 1% chance for them to flee uppon seeing you, exception applies if you have 25 points of fear above the required amount
Nothing is impacted if your fear factor is below the requirement for enemies
This was inspired by the already existing system of random bandits fleeing from encounters in forest and mountain zones so i believe this can be made