The TotalStatsBounds is to be used anywhere where TotalStatsPerLevel.RANDOMIZE_BOUNDS_PER_LEVEL is used. The original idea was to offer a 0% to 200% scaling of the base calculated amount or to let these bounds be customized.
Neither of these options feels good while playing. The deviance is high and extremifies the game. Either the game becomes too easy or it becomes too hard. Where the game is fun is when enemy stats and character stats balance out...which is what the .STOCK implementation is already doing.
Need to investigate if this can become an interesting, novel, or fun lever.
Ideas
Tying this to some X factor
A 1 in X chance of occurring to boost or reduce total stats
If surviving a difficulty fight (dying lots, low HP, %Damage taken relative to a baseline...etc)
.PITY
If somehow consistently behind a curve, the bounds will be more generous in your favour
Scaling off of how many party members are in use
If in a solo-locked or restricted solo-locked playthrough, these bounds can be adjusted
Custom bounds
The idea they just affect the resultant total stats is simplistic
These custom bounds could affect other parameters related to total stats or different things in the distribution
Like overleveling by giving more than 100% in distributions?
The TotalStatsBounds is to be used anywhere where TotalStatsPerLevel.RANDOMIZE_BOUNDS_PER_LEVEL is used. The original idea was to offer a 0% to 200% scaling of the base calculated amount or to let these bounds be customized.
Neither of these options feels good while playing. The deviance is high and extremifies the game. Either the game becomes too easy or it becomes too hard. Where the game is fun is when enemy stats and character stats balance out...which is what the .STOCK implementation is already doing.
Need to investigate if this can become an interesting, novel, or fun lever.
Ideas