Having a system where one stat works as a flat bonus (1 STR = 1 DMG) and the other works with percentage values (if you crit you deal 50% more dmg, DEX adds crit chance) will never be balanced. STR will always be better in early game and DEX much more valuable in late game due to weapons high base damage and poor STR scaling.
My suggestion is to either make everything flat, or make everything percentage based.
[Option A] Everything Flat
Take out the 1.5x damage multiplier on crits. Crits will deal normal damage but adding the critical attack damage bonus. Balance it out by giving each point of DEX +2 critical attack as well.
If you were to crit all the time, DEX would still give the same bonus damage as STR and the accuracy / evasion bonuses as well. But of course you wonât be doing crits 100% of the time. If youâre brave enough you can nerf it down to +1 critical attack per DEX point, or if the system allows it, floating point values.
[Option B] Everything Percentage
Keep everything as it is, but give additional percentage bonuses to other stats to balance it out. My suggestion is:
- Every 10 STR you get an additional 5% to your Physical damage
- Every 10 CON you get an additional 2.5% HP and 2.5% Physical defense
- Every 10 INT you get an additional 5% to your Magical damage
- Every 10 SPR you get an additional 2.5% SP and 2.5% Magical defense
Maybe tweak the numbers a bit. 5% Damage for 10 STR sounds a bit high, maybe divide everything by 2 or 4.
Conclusion
Option A is easy to implement, but may make stats useless on extremely higher content. You would need a lot more stat points to keep up with the advancing bonuses coming from higher level weapons. Easier solution.
Option B would make stats more valuable in end-game content, but it may also require a monster database and item database overhaul depending on how itâs implemented. More complicated solution.
Opinions?