Strength INCREASES damage 💪🏼

Energy would be more meaningful if Spirit didn’t give a huge amount of mana and Insight didn’t give a massive amount of mana regen (not even including their other bonkers stats), those together make mana management an afterthought once you acquire them in the early-midgame.

Mana potions from vendors is also a partial offender, I probably wouldn’t remove them completely but maybe decrease them by a tier or two (so super mana potions can no longer be bought, only found).

Those are some of the changes I’ve done in my mod and it seems to be working well, I’m putting points into energy on casters and it’s a meaningful choice that helps a lot with mana, not only increasing the mana pool but also the chance that mana potions crit (vitality/energy increase the chance of a healing/mana potion critting for double the amount restored).

Thats why I always posted to move synergies to Energy and make EShield always 1:1 with max cap of 75% and w/o Telek as synergy.

There is respec system so skill synergies only limiting builds and annoying ppl who preffer to invest in TOP end skills like intended insted of just forced to use all skill points in unused ones just for synergie bonus :face_vomiting:

1 flat damage every 5 strength makes sense esp so we can make unarmed builds xD.

I actually put about 50 points into energy on a fire druid going through normal/nm because they kill so fast they dont even need the vit. They just need to spam fissure and volcano faster.

What blows me away is there are clear and easy ways to change how attribute works to make the game better but hardly anyone talks about it.

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1 damage every 5 strength was my first thought. Ranged weapons and daggers/scimitar type weapons could be (Strength + Dex) / 5. Probably same for assassin weapons too. To encourage energy they could also add in some kind of skill scaling for casters with energy too.