I think that it might be a good idea to balance the new weapon system with affixes and slays based on expected damage for various classes at various stages in the game. Also, we need to figure out what the damage from slays and brands should be relative to the damage from finesse and prowess bonuses. I've attempted to take a stab at this in a spreadsheet.
The metric I'm using are two values. The first is the average damage that a player would get with a very good weapon that has no slays active. Figuring that every character can get this weapon by picking up the items off the floor over 4-5 dungeon levels. I estimate this means a weapon in the 90th percentile of damage output. The second number is what you would get from an exceptional weapon with active slays. Something you'd get from clearing a level 10 times or emptying a greater vault.
Now, the numbers I have up are completely made up. And I'm looking for critiques and suggestions on them. Anyone has edit access with the link, but I suggest making a new sheet on the spreadsheet if you have changes, or add them in a way where it's easy to tell what the changes are.
The metric I'm using are two values. The first is the average damage that a player would get with a very good weapon that has no slays active. Figuring that every character can get this weapon by picking up the items off the floor over 4-5 dungeon levels. I estimate this means a weapon in the 90th percentile of damage output. The second number is what you would get from an exceptional weapon with active slays. Something you'd get from clearing a level 10 times or emptying a greater vault.
Now, the numbers I have up are completely made up. And I'm looking for critiques and suggestions on them. Anyone has edit access with the link, but I suggest making a new sheet on the spreadsheet if you have changes, or add them in a way where it's easy to tell what the changes are.
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