"Warp3dM1nd;c-1620683" wrote:
"r2steve2;c-1620328" wrote:
"CoolAndFresh;c-1616829" wrote:
If one of the goals here is to make mods simpler, then I have 2 suggestions:
1) Don't have both flat and % mods for things like defense. It is impossible to know what a +10 defense substat does. It doesn't add 10 to anything. And we really don't need both flat and % on most stats. I know some other games do this, but in those games it is very clear what +1% or +10 mean. In this game it is gibberish as often as not.
2) Make the % substats like defense actually add the stated % to the stat in question. Again, look at defense - a 1% defense mod does not increase your armor by either 1% of it's base value, nor 1% of it's current value. And it is impossible for most of us to understand how it impacts other stats like resistance. Some folks on Reddit figured out the formula, and it is ridiculously non-intuitive.
Fundamentally you have a hard-to-understand mod system because you have stats like offense and defense that impact multiple stats on your character sheet. Until you fix that, the rest look like nice changes, but they aren't really addressing the problem.
1000x this
1,000,000 X this.
Qhile were on it can we discuss how completely the defense stat is. It does absolutely nothing at least as far as I can see. I don't know if it is a bug or the programming but you guys need to go back to the drawing board. Given the choice between protection, health, or defense. Protection amd health win out a all time. Im betting you could five a toon all defwmse mods and it will tale the same amount of damage as if those mods weren't even there.
You are wrong, it does make a difference, and it has been looked into by several members over the past while.
@scuba in particular is well versed in the differences that def makes .