This is for a Hero RPG map I've been working on. Each Hero has the same stats. Picking your Hero is just for looks. All Heroes begin with 300 Life, 200 Energy, 30 damage at 1.5 speed.
Question #1: There are 4 attributes: Strength which increases non-spell damage done by 2 and maximum health by 10, Dexterity increases non-spell damage done by 2 and multiplies attack speed by 1.02, Intelligence increases spell damage done by 5 and maximum energy by 15, and Wisdom increases regeneration of energy by 0.25 and life by 0.5 (Life regeneration has a 5 second delay), also each time the Hero levels they gain a 1.02 movement multiplier. First off, are these good numbers for an RPG with 50-100 Veterancy Levels?
Question #2: There are just 5 abilities: Blink, Guardian Shield, Psi Storm, Razor Swarm, and Place Auto Turret (all with different names but those are the original ability names). I'm wanting Strength to increase the damage of Place Auto Turret by 1, and it's health by 5. Dexterity multiplies Place Auto Turret attack speed by 1.01 and it's damage by 1. Intelligence already increases spell damage done by 5 (Psi Storm and Razor Swarm) so that's good and it also increase maximum energy by 15. Wisdom is also good but I'm wanting to have it increases damage reduction by 0.5 of Guardian Shield. Now, how can I go about doing this with just 1 rank of each ability and gaining a point to spend towards getting 1 attribute bonus per level?
Conclusion: Are those good modification numbers for attributes, and how do I go about having attributes increase characteristics of abilities?
Consider giving added life regen like 0.1 per attribute since 0.5x100 is 50 hp regenerated per second added which on top of armor has it's own balence issues.
The IAS is bad since attribute IAS is multiplied so you would have the 1.02 to the exponent of 100 which is about 724% while your autoturrets would be 270%. If you want these values you will need to alter the max IAS in the Attack ability
Same for the movement multiplier
With the increasing stats of the autoturret you just need buffs that stack being applied to the turret whose number is applied according to the number of the caster attribute. (look under the behaviour transfer effect in the wiki for an example map which has a similar buff stack limiter system).
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Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
This is for a Hero RPG map I've been working on. Each Hero has the same stats. Picking your Hero is just for looks. All Heroes begin with 300 Life, 200 Energy, 30 damage at 1.5 speed.
Consider giving added life regen like 0.1 per attribute since 0.5x100 is 50 hp regenerated per second added which on top of armor has it's own balence issues.
The IAS is bad since attribute IAS is multiplied so you would have the 1.02 to the exponent of 100 which is about 724% while your autoturrets would be 270%. If you want these values you will need to alter the max IAS in the Attack ability
Same for the movement multiplier
With the increasing stats of the autoturret you just need buffs that stack being applied to the turret whose number is applied according to the number of the caster attribute. (look under the behaviour transfer effect in the wiki for an example map which has a similar buff stack limiter system).
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg