Got it, thanks for the simple explanation.
halmal242
For E:WoM is the one I am trying to figure out. I know how the basics are in FE however in E:WoM the mechanics appear different so I am trying to figure out the Base number for Accuracy vs dodge. The base number for Accuracy is 15 + (level-1)*3 and the base dodge is dex/2. So this would imply that it would be for a level 1 vs a level 1 with 10 dex each: 15 - 5 = 10% chance to hit. But this doesn't seem to be the case at all, so I am just trying to find ou
Quick clarification question that hopefully someone has either figured out or can be made clear at least. E:WoM 1.1 to E:1.4 is the dodge skill in that version of the game like this? Normal chance to hit something is 100% plus 15% accuracy (level 1) - Dodge of whatever say 10 would mean its 105% chance to hit? Versus the new version in FE of 0% base chance adding 75% accuracy and then minus dodge % say 10% leaving a 65% chance of hit
[quote who="Sethai" reply="80" id="3237601"]I've said a thousand time before that the solution to this debate is in the very basic mechanics. Look at a game like warhammer, or D&D: the powerful characters have similar, but better attacks then soldiers, but the units of soldiers get multiple attack dice (to represent multiple arrows, or sword blows). To compensate for this, in the later game, powerful champions get multiple attack DICE as well. So while the two are both powe
The numbers given are arbitrary but a finite cap on an item makes for better strategy than just lets get a huge lump before we do anything. You are right about metal, gildar and other resources and if possible I would put a cap per city on those resources as you need to store them somewhere but once again this is only my opinion. What would you say would be an appropriate number for a mana cap. For materials cap that is something that could be based
The main problems I see with both E:WoM and FE appear to both have a root problem of uncontrollable scaling for certain stats. I.E. Sov. Hps and then huge mana pools that are effectively infinite later in the game. Basically this prevents the infinite mana pool scenario. Is it the best scenario, no. I personally believe a dual mana system, global and tactical, would have been the best but with the current swing of development this is no longer feasib
Is this not something that is feasible at this time or is it already possible to mod in?
I have posted before I am not a big fan of the way global mana has been implemented but it looks like it is here to stay so I have a suggestion for a way to balance it. Simply put make mana caps per anything that generates mana. For instance: Sov 1 Generates 2 mana per turn and has a max mana cap of 100. This mana camp could even tie into the Sovereigns level something like 10*level capped at 100 (maybe 200). Shard is captured tha
I have been trying to figure out for a while now; why it is not possible to use a flat bonus based upon say +1, +2, +3 versus +10%, and so on? The main issue I see when using a % based bonus system is the scaling gets ridiculous at the high end. It then becomes very difficult to balance stats accordingly. Now I understand that at this late point in development this may be moot but is it possible that this could be something that can be modded in. I miss the
Just bumping this back to the top for a revisit as it brings up a huge amount of great ideas.
Hello everyone, I have been lurking as I saw some other people put it for a while now. After reading and assimilating as much of the different ideas I have seen around here I have a request to see if this is even possible currently. I have the improved character mod and inside it there are several new additions to traits and different classes that have unique hp amounts attatched to each class. I also have the unique weapons mod which does add some flavor to