HP/MP Regen and LUK changes 🔧 (Patreon)
Content
Felt like there was something wrong with these mechanics, so here's how they change:
- HP/MP Regen items such as Clockwork Key and Rejuvenating Beads restoring 1%/2%/5% MP or HP every second was way too much, with them also being active outside combat. I've changed that to flat 1/2/5 MP or HP recovery!
- Compared to these passive recoveries, Life and Mana Steal items can be used to gain back greater chunks of HP/MP per second, provided you're fighting enemies, and that feels right to me. Passive recoveries should be way slower than the active ones.
- Completely changed how Luck and Wealth influence the rarity of dropped items!
Your active character now gets a 1-20 Luck Score, which we get from:
for the Knight (max Level = 30, no access to Wealth stat)
Luck Score = (Luck Stat + 1) / (20 + Character Level)
for Progeny/Princesses (max Level = 20, access to Wealth stat)
Luck Score = ((Luck Stat + 1) / (30 + Character Level)) + Wealth
With the Luck Score calculated, we now go to influence the quality of the dropped item, which will start from the Drop Rarity assigned to the monster you've killed:
Luck Score < 1: Drop rarity - (d10)
Luck Score 1-2: Drop rarity - (d8)
Luck Score 3-4: Drop rarity - (d6)
Luck Score 5-6: Drop rarity - (d4)
Luck Score 7-8: Drop rarity - (d3)
Luck Score 9-11: Drop rarity +- 0
Luck Score 12-13: Drop rarity + (d3)
Luck Score 14-15: Drop rarity + (d4)
Luck Score 16-17: Drop rarity + (d6)
Luck Score 18-19: Drop rarity + (d8)
Luck Score >19: Drop rarity + (d10)
This makes Luck way more important as it can now also decrease the quality of the dropped items if your fighter's score is too low!
I hope you can see the thought process that want into these changes, I feel like they are for the better and will allow for Luck, Life/Mana Steal builds to be actually useful!