Stat bonuses by %
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Stat bonuses by %
Is it possible to modify the attribute bonuses granted by clothes/weapons to a percentage value rather than an specific number?
- TheMormegil
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- Sophia
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I would like this, especially if the percentage could be specified as an absolute percentage of maximum.
I was trying to thinking of how to create an item that would restore a state back to its normal value, regardless of whether it was presently in the green or in the red-- this would kill two birds with one stone I dare say, by just setting it to 100!
I was trying to thinking of how to create an item that would restore a state back to its normal value, regardless of whether it was presently in the green or in the red-- this would kill two birds with one stone I dare say, by just setting it to 100!

- George Gilbert
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Hmm - it's messy mixing both absolute and percentage boost items.
For example, if you've got a +50 object and a +50% object both carried by the same person with a base stat of 100; then their working stat value could either be (100+50)*1.5 = 225 or (100*1.5)+50 = 200, depending on the order in which the engine came across the items on the body.
That's not a terminal problem (e.g. you could specify that all %ages are applied first - or last) and be done with it, but it's not clear what the best thing to do is.
For example, if you've got a +50 object and a +50% object both carried by the same person with a base stat of 100; then their working stat value could either be (100+50)*1.5 = 225 or (100*1.5)+50 = 200, depending on the order in which the engine came across the items on the body.
That's not a terminal problem (e.g. you could specify that all %ages are applied first - or last) and be done with it, but it's not clear what the best thing to do is.
I think using "Base" statistic values only would be somehow fairer, and ignoring any artifical increases given by an item's bonus attribute.
In your example with the base value at 100, the increase would always be 200 because only the character's inherent base stat value was increased by 50%.
Well, that's just my opinion.
In your example with the base value at 100, the increase would always be 200 because only the character's inherent base stat value was increased by 50%.
Well, that's just my opinion.