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Stats should be reworked completely


Mephesh

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Mastery (before it was one of the 4 class-stats)

Never made any sense.

verdict:

Should be removed completely.

 

Attack power

Flat damage buff.

verdict:

Basic RPG stuff, it's fine.

 

Crit

A chance for more damage.

verdict:

Basic RPG stuff, it's fine.

 

Accuracy

Increases your hitchance.

Counteracts against mobs/boss evasion pve.

Counteracts agains players defense-stat in pvp. (same thing)

Unique to SWTOR - do we really need this stat in an MMORPG? Other games solve accuracy/evasion ("defense" in swtor) via buffs/debuffs, swtor uses 2 scounteracting stats. Guess since it has always been part of the game, but it sucks to have to "waste" stats by having to use accuracy mods in order to hit boss mobs in pve because else they evade your attacks. In other MMORPGs, you can just slash away at the boss mob.

verdict:

This stat can be removed if evasion chance gets removed from pve bosses in return.

 

Alacricy

Increases the speed of casting, attacking, reduces skill cooldowns and reduces the "global cooldown"

Usually used by healers, casters, and single target rotators.

verdict:

Basic RPG stuff, it's fine.

 

Endurance

Flat HP buff.

verdict:

Basic RPG stuff, it's fine.

 

Defense

Basically, evasion chance.

An attackers accuracy vs your evasion on a diceroll whether or not the attack hits.

Evasion is not uncommon in MMORPGS, but usually found on rouge classes that are squishy damage dealers.

In SWTOR, its a tank stat. From the perspective of players of other games, this must be very crazy, to give a tank evasion. Especially when it comes to the next 2 stats below.

verdict:

Ultimately, it should be kept, but it should be renamed from "defense" to "evasion" and be exclusive to agent and smuggler classes.

 

Shield Chance

A chance to absorp a percentage of incoming damage based on the "absorbtion" stat.

Nothing to crazy, actually.

Some other MMORPGs have this stat aswell on their tank-classes.

The crazy and actually "bad game design" part is where it gets redundant when paired with the "defense" stat.

Let's say you get attacked 20 times, have 30% "defense", and 50% shield chance with 50% absorb rate.

10 out of 20 hits you take would be damage-reduced by 50% absorb, usually.

This gets reduced because 6 out of the 20 attacks will never hit you in the first place, because the defense check rolls first, and then the 14 attacks that made it through will go through the shield chance check.

With 50% shield chance thats 7 attacks that get shielded, which compared to the 10 attacks above, is a 30% efficiency loss due to stat redundancy.

verdict:

It would be okay to keep this stat, but it should be exclusive to soldier and bounty hunter classes, including all roles. The base 5% shield chance should be reworked and fusioned/integreated into power generators.

giving healers and dps 15% base shield chance, and tanks 30% base shield chance,

with tank specs (shieldtech PT/Vanguard) beeing able to reach a (changed) softcap at around 65% shield

 

Absorbtion

Defines how much your damage is reduced on a shield chance proc.

Unique to swtor. And another example of "bad game design".

It's just not necessary to have 2 sepereate stats.

If for dps-classes the "crit" value increases both critical chance and critical damage, then for tank-classes the "shield chance" value should be also increase the absorption value.

verdict:

Should be merged with "shield chance"

Armor

Damage reduction stat. Armor class dependend.

Basic RPG stuff. However, it does not make sense that non-tank specs can wear heavy armor.

verdict:

Armor classes should be reworked, so that only tank-specs can wear heavy armor for the additional damage reduction. Assasins/Shadow tank-specs getting a "force armor" passive-skill that treats all armor they wear as heavy armor. Maybe add some unique tactical item that enables heavy armor usage for other specs, just for the sake of giving people more options to customize their playstyle.

 

Elemental damage/ elemental damage reduction

Gives certain elemental classes to attacks / damage reduction against attacks of certain elemental attacks.

This stuff has always been a mess in swtor.

It's unnecessary and just complicates an already bad system.

Just give flat damage, that would be best for all.

verdict:

Should be removed completely.

 

 

New stat that should exist exclusively for lightsaber users:

Saber deflection

All force-user classes should get this stat as their defensive stat, instead of "defense" or "shield chance/absorb".

It's basically similar to "defense", but using a lightsaber as a defensive item to deflect single target attacks (not AoE attacks), with an additional, but much lower secondary "saber reflection" chance that reflects 100% of the damage of targetet attacks (non-AoE) back to the specific attacker. (taking 0% of the damage yourself, it's basically a "critical evasion") There is already a skill for warriors/knights that does exactly that. Remove it and transform it into this secondary passive-effect of a stat.

Tank-specs will have a much higher reflection rate, as Soresu (Form3) users in the star wars universe have a much higher capability to precisely hit back attacks, such as blaster shots, and redirect them exactly at the enemy.

 

TL;DR:

-remove "mastery" and remove "attack elements".

-remove "accuracy" and remove evasion chance from pve bosses.

-completely seperate shield generators and "defense"

-merge together "shield chance" and "absorb" into 1 stat and only give this stat to soldiers and bounty hunters

-rename "defense" to "evasion" and only give this stat to agents and smugglers

-add new stat "saber defense" and only give it to force users

-rework armor classes, only let tank-specs wear heavy armor, assasin/shadow tank spec get "force armor" passive

 

 

Did I forget anything?

 

Oh well I'm sleepy now, and so are you after reading all this.

Have a good day!

(or night)

((but not both, you must select 1 that will "be good", the other option will just be "normal"))

Edited by Mephesh
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