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Originally Posted by Impowitz
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I noticed that the *relative* value of stamina for life extension declines as base HP increases. Initially this seemed a little counter-intuitive. It is however correct extra stamina ADDS a flat amount of hit points; all other factors effectively MULTIPLY your life total by the % of damage avoided.
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No, you're wrong. Effective HP gained from stamina is not constant. That base HP that you're multiplying by avoiding damage? The HP from sta is also multiplied. (Base HP + STA HP) * avoidance, not (Base HP * Avoidance) + STA HP, as your charts assume.
The more mitigation you have, the better STA is, and the more STA you have, the better mitigation is.
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There is cumulative gains on all attributes. However, it's important to consider the relative increase in value for each additional unit.
IIRC, it goes something like this:
Armor - linear increase, i.e. each point of Armor is as good as the previous one, regardless of initial attributes
Health, Stamina - decreasing value, i.e. the more Health you have, the less Stamina and Health is worth
Dodge, Defense, Agility - increasing value, i.e. the higher your avoidance, the greater the value of these attributes
The increasing value of Dodge (and Defense equally) was already shown in another post.
However, there has been some discussion on the real-life validity with the lifetime-expection model. It doesn't take healing into account, and that's a very important factor in actual game play (no one expects to tank a boss without healing, regardless of mitigation, right?). In order to give your healers some breathing room, you need to have some respectable amount of health (like 12k), but after that it's of much less value compared to the effect of Armor, which reduces the strain on healer's mana pool. Avoidance has a similar problem in the sense that while it allows you to totally avoid damage, high avoidance (especially if combined with reduced Armor) makes incoming damage very spiky and more difficult to heal.
As a result of that discussion, I'm considering updating my model to include healing in some form, or at least provide some definable preference multipliers for attribute values. This will certainly move the values more in favor of Armor. What would be your opinion of such a change?