Implement a Stat system for all actors to use.
Stats play a part in damage calculation, and probably can be used for future skills.
The following notes are from an old set of notes:
Raw Stats
STRength - Stat determines the damage Physical skills/attacks do
DEXterity - Stat determines the damage of ranged Physical or Finesse skills/attacks
CONstitution - Stat determines amount of health and damage mitigation
INTelligence - Stat determines the damage Magic skills/attacks do
WISdom - Stat determines the strength of healing skills/spells
Derived Values
BALance - Derived from some mixture of STR and DEX based off of weapon. BAL is the variance between the minimum and maximum damage values of a character. The closer BAL is to 100%, the closer the minimum damage will be to maximum damage.
HIT - Derived from some mixture of STR and DEX based off of weapon. HIT is the bonus applied to roll for connecting an attack with an enemy. A higher HIT stat allows you to hit the enemy more often
EVAsion - Derived from DEX, EVA is the number or higher the enemy has to roll to hit your character
Attack and Defense stats for both Physical and Magical aspects should exist and be included in damage calculations.
Additionally, these stats should have a Base form, that is only modified through leveling up or stat distribution, and a Calculated form, where they combined with stats from equipment, ailments/buffs, etc.
Implement a Stat system for all actors to use. Stats play a part in damage calculation, and probably can be used for future skills. The following notes are from an old set of notes:
Raw Stats
Derived Values
Attack and Defense stats for both Physical and Magical aspects should exist and be included in damage calculations. Additionally, these stats should have a Base form, that is only modified through leveling up or stat distribution, and a Calculated form, where they combined with stats from equipment, ailments/buffs, etc.