Hey Codinablack,
I don't like attack and defense being in the same statistic. Other than that, I like the new concepts you have brought to the table like "Revive Chance" and "Resistance" - I am just not sure if these are good as stats that you can increase in such a small group of formulas.
Also, should Strength really be the only power stat? I don't see how Strength effects magic or distance - that is why we discussed an Attack Power stat.
BTW... it is not "regain" . It's regeneration (regen).
Keep thinking of ideas, we need outside-of-the-box concepts!
Sorry about the misspelling regen, makes me look noobish. I meant to change attack power to power, and it shouldn't include the damage done by magic you are correct, but is that not why we have magic level already? Maybe we shouldn't factor the spells on the stats, but rather have that stat increase overall and as a result cause increase in factors involved for spells. Like say, under "Spirit" add magic level, where they can increase their magic level, call it something else if you want, but it literally just adds to the magic level. As for distance, why should your strength not count for distance? Sure I suppose accuracy should matter more for an archer, so then why not add that in as well? I was just making some suggestions is all. I still think that you should just use one for critical chance/power. As for the resistance or absorption or w/e, what happened to onHealthChange? Or if you use older distro's onStatsChange? That would do perfectly, are you not trying to add these stats to the player themselves? So how come you couldn't save the value of the Elemental Resistance, check if the player has that value (storagevalues would suffice for this), and if he does use it to manipulate the value of damage absorbed or reflected or resisted?
I believe there shouldn't be more than one of the same stat, why would you make multiple damage stats? I mean if you really want to sure, but why? Each stat is meant to follow along with its name, its grouping, the concepts or grouping we associate with the name of the stat right? Ok so when thinking about it, what is logical, without seeing the sub stats, if you just seen your four stats, where would you expect to look to upgrade the damage you do? Strength! Ok, sure if your damage is based off magic then yeah you would look in intelligence, now you need to increase magic level so add that stat, but lets say you didn't? They could still increase the mana regen, or max mana, so now they can do more attacks right? Or how about a stat in there that determines your cooldown periods? So say the higher the stat the less cooldown on spells...
Just suggestions, I agree with you on Spirit being and inadequate name, that's why I even commented in the first place....