Regen might be a bit too strong right now. My assault Exo is nigh-invincible half the time against all but the strongest bots, with a full 79 regen. And it's not like I actually focused on regen.... it just came about as a side effect of adding other parts. It's not uncommon for his health bar to be in the yellow and yet still jump back up to 100%. On Expert.
Hmm. How much is his max health in a case like that? If you have 79 regen that should be a max of 395 healed over 5 turns from a single shot. Any other shots taken would shorten the time available to heal the first shot. I'm just trying to see if there's a bug where it's allowing you to heal damage way older than it should.
System protection is not very useful, and in this upcoming version it looks like it's going to become entirely worthless.
True, but in this upcoming version it also says "Removed the System Hardener part type and the System-Damage-Resistance stat"
Which is why it isn't listed in the above table, either.
Damage reduction; too weak to be of much use. I'm thinking this is likely the case even on the lower difficulties, as most damage reduction numbers tend to be very small with not that many parts having that stat often at all. This one feels like it doesnt scale well. Even weak bots put out alot of damage compared to what the numbers for this stat end up being.
Hmm, ok. Bear in mind that this applies to every incoming shot, and is thus kind of the opposite of Regen (which really only works with full efficiency on one, maybe two shots in a "batch"). That said, what kind of values would make this strong enough to be of decent use?
AoE boosts, the biggest problem with these is that it often feels like any part that has this stat is a part that's barely doing anything, as you need quite a percentage to see an actual increase in the AoE size. It's also super-dependant on your team composition. If you have the Siege Exo, this can be of use. If you dont, then it's tmostly useless.
One of the changes already in for 0.913 (and represented in the above table) is that now the stat starts at 25% rather than starting at like 4%. It's still very much siege-oriented but I don't necessarily see a problem with that. The other aoe weapons should still benefit from it with two parts, or one part by mid-game. It may be that the base aoe's are too small for some of the weapons, we'll see.
And finally, power use, it seems like this scales up quite a bit slower now than it was before. I havent had to do all that much with reactors yet and havent even had the need at all for auxiliary types, or those other gizmos that can boost power from multiple locations.
Oh, whoops! When we went from 50 mark levels to 25 we didn't change the power numbers from 5*mk to 10*mk. Heh. I'll need to fix that
Ok, and I've got another part with loopy stats (shields) for you:
A ha! Many thanks for the log, that's very helpful. What happened here is that the part got both a +shields prefix and +shields suffix, and this reveals a bug in how I'm handling the math on prefix/suffix stuff on those (applying a multiplier I shouldn't be). Should be relatively straightforward to fix (famous last words).
On everyone chiming in on the reduce-power-consumption-of-all-parts-in-this-system stat: thanks, it's helpful feedback to know that the stat actually matters
I'm not looking to just cut tons of stats (there's one more that's going to get combined into another shortly, none others planned for the chopping block) but I didn't want to leave in any ones that really weren't carrying their weight.
Anyway, on that reduction stat: any point in making it apply to all parts in the exo instead of just the parts in that system? The high-end of the numbers probably needs to come down for that to not be OP, dunno. Or is it just more interesting as a system-specific stat?
I ask partly because it's the last system-specific stat left that isn't on a weapon (which has attack, range, splash, and ammo), and the UI is a lot easier to understand without system-specific stats. But just the one isn't too bad, and is already handled decently iirc.
On the rarity thing, Pepsisolo, it should be giving you some pretty good ones. But there are some stats that really don't scale up very quick (many of them changed in that regard for 0.913) so it may be interfering there. Anyway, fwiw:
- A MkI common (white) gets 3 item levels
- A MkI uncommon (green) gets 5 item levels
- A MkI rare (blue) gets 7 item levels
- A MkI epic (purple) gets 9 item levels
- A MkI legendary (orange) gets 11 item levels
A MkII common gets 4 item levels, a MkIII gets 5 item levels, etc.
But power consumption is based off the mark level.
Anyway, that means that a MkI legendary part is as good as a MkVIII common part in terms of stats, with mark-one power consumption.
That's the theory, anyway
Potentially I could make each rarity level give +3 item levels over the one before it (so common stays at +2, uncommon gets +3, rare gets +8), or just do that for purple and orange, or make:
common: +2
uncommon: +2 (total +4)
rare: +3 (total +7)
epic: +4 (total +11)
legendary: +4 (total +15)
Something like that, though bear in mind that the max level any effect can have is 25, so with that rule it's possible you could get a MkI part with mid-to-end game stats (effective level 16). And with Meg it could literally be end-game due to her 50% bonus (so effective level 24, I think it would come out to). Which may or may not be a bad thing, I dunno. Might be precisely what you're asking for
And of course, if the part has additional stats from a variant type or prefixes/suffixes (and legendary always has prefix/suffix) that dilutes the actual item level over multiple stats, so it's not like Meg could find a MkI orange with +400 shields once I fix those bugs... unless of course it rolls +shields on both prefix and suffix, heh.