#Suggestion for RES Stat

12 messages · Page 1 of 1 (latest)

tribal kite
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Giving Resistance mana regen is a really good idea that benefits many different builds, but locking this benefit behind 100 RES makes it unrealistic for most casual builds who would be better served placing those points elsewhere.

My suggestion would be to make each point of RES restore 0.01% of the players maximum mana per second. This would encourage people to invest at least a little bit, and balances itself among different playstyles. High INT players will regenerate more with less investment because of their higher maximum mana, while low INT characters would need to invest more, which would benefit a melee build more than a caster build because of the status effect resistance.

Thoughts?

dim palm
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Limited Mana is part of the game's design so unlocking Mana Regen at the start, even if it's miniscule, would still affect the balance and tension of Lunacid.

Lowering the activation cap to, say, 50, while having it scale with Res as you state would be acceptable to me.

stark glen
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Oh damn I didn't even know there was mana regen lol

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Res has been my dump stat because I thought it was useless

dim palm
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That's kinda why Res has such a reward for 100. You can just pop a consumable, endure the status, or not get hit in the first place. Res is an ultimately weak stat until you learn of this bonus.

tribal kite
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By the time you would get any significant regen out of it, you'd be at the point in the game when you'd be swimming in consumables.

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And at 100 RES, it would still take almost 2 minutes to totally regenerate your MP

dim palm
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If the regen is integer math, it'd have a soft unlock built in without needing a hard unlock point specified.

tribal kite
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You could overcome it with high intelligence though

dim palm
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At 10 Res, you'd need 1000 MP to start regen at 1

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Any lower, and it'd get truncated to 0/sec