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HP/FP Adjustment
#1
As of late, we've had numerous Balance Fu topics concerning damage and how much one can survive. For instance, a request to lessen Lich's -HP/+FP racial because they have too little HP to survive for more than 1~2 rounds. Or how X skill does too much damage, and so on. It all runs under an overarching theme: "X will kill/die too easily."

Rather than stand and watch as we do the same balancing acts over and over again, however, I'd like to propose a potential adjustment that would be best seen in a test build: Make every variable that provides a linear boost to HP and FP is increased by somewhere between +50%~+100%.

To be more specific, by 'linear' boosts, i mean anything that isn't multiplicative. So while you'll get more HP/FP from levels and VIT/WIL respectively, Gigantic Gene will still only slap down a +10% HP bonus.... and by 'Test build', I mean we take the latest version of SL2, adjust all the linear values that increase HP and/or FP accordingly (or do a work-around, such as a 1.5x~2x multiplier between the subtotal HP/FP and further multipliers), couple all the current saves and run a temporary server to see how the new numbers work in action.

The idea is that, if everyone was given a greater margin for taking damage, high damage potential would not be a serious cause for concern, and those who are forced to go with relatively low HP (such as Lich) will be able to run without being a one-hit wonder in the wrong kind of system. Of course, such a change can cause a number of issues (largely with PvE), which is why I'm asking for a test build in order to see how much potential this idea has off of paper and what issues it would actually face.
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[12:53:15 AM] Chaos: don't hit dyst
[12:53:18 AM] Chaos: that's cruelty to animals
[12:53:20 AM] Chaos: you have to shoot it
[12:53:20 AM] Dystopia: ye
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