R.I.P. Vulnerable

Every stat you obtain makes your damage stronger, you can outweight multiplication by additive value, thing is that behavior is nonlinear. At the same time max value of everything is determined by amount of stat slots and value range, hence there is clear analytical solution to sort that out at edge cases. Tricky part is to get overall value curve right through stat weight (which is what got lowered for vurn)

Example: Imagine you have two buckets
A) 300
B) 1

I have one stat slot, if it is B +1 then I am efficiently doubling my output as we have 300 * 2 = 600

However is stat weight for that slot is A +300 then I get same result as 600 * 1 = 600

However with growing accumulated value in category A that stat weight is non lineary diminished. Again, this is all managable in multiple ways.

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