Board Thread:Suggestions/@comment-5094027-20140930124649

So yeah, stats are a tad skewed, in my opinion. Luck and Charisma are meh, Agility is almighty, and outside of Agility, there's very little reason for a magic user to touch in anything outside of Wisdom and Intelligence (no, this is not a good thing).

So just brainstorming a bit here, feel free to stick your oar in. Note I won't be using actual numbers, just "+" symbols to determine approximate effect and rework the stats a little.

Design Principles: 

To maximise one major feature (e.g: Melee Dmg%), a player must invest in two stats.

No two stats should maximise more than one major feature (no maximising both Melee Dmg% and Melee Spd% with two stats)

Even if remaining sub-optimal strategy, most stats should offer a benefit that is at least moderately useful to each class: Builders, Warriors, Rangers, Mages and Summoners.

Beyond major effects, stats should offer more than one feature to reward non-standard use.

The most potent features (aka Dodge%) must have limitations in scope to maximise.

Total Effects:

Health, HP Regen%, Mana, Move Spd%, Melee Dmg%, Melee Spd%, Range Dmg%, Accuracy%, Magic Dmg%, MP Cost%, MP Regen%, Summon Dmg%, Minion Cap, Block%, Dodge%, Defense, Critical Hit%, Skill Cast Time%, Fishing%, Tool (Probably "Pick")%, Wall/Tile Placement speed, Shop Price %, Jump Height%, Knockback%, Breath Length, Fall Resistance, Pickup Range, Potion Cooldown, and Ammo Conservation%, Arrow Spd%

Grouping them a bit:

Health, Defence, HP Regen, Dodge, Block, Move Speed

Mana, MP Regen, Skill Cost

Melee Damage, Melee Critical, Melee Spd, Accuracy

Range Damage, Range Critical, Accuracy, Ammo Conservation%

Magic Damage, Magic Critical, MP Cost%, Accuracy, Skill Cast Time

Minor: Knockback %, Tool Speed%, Fishing%, Shop Prices, Block Placement Speed/Range, Pickup Range, Jump Height, Fall Resistance, Breath Length, Arrow Speed,

''Design note: Rather than fiddle with numbers, size of effect is determined by number of "+"s, A "maximised" effect would be +++. For simplicity, any improvement is marked with a +, even Speed or Costs.''

Strength: Melee Damage ++, Knockback +, HP +, Tool Speed +, Block +, Arrow Spd +, Arrow Damage +

Vitality: HP ++, HP Regen +, Block% ++, Fall Resistance +, Breath Length +, Move Spd +, Tool Speed +

Dexterity: Ranged Damage ++, Melee Damage +, Accuracy +, Skill Cast Time ++, Melee Spd +, Melee Critical +

Agility: Melee Spd ++, Move Spd ++, Dodge ++, Fall Resistance +, Placement Speed +, Bullet Damage +

Perception*: Accuracy ++, Ranged Critical +, Block Placement Range +, Fishing Power +, Pickup +

Luck: Critical ++, Dodge +, Fishing Crate Chance +, Ammo Conservation +

Intelligence: MP Cost% -, Magic Damage ++, Mana +, Skill Cast Time +, Summon Damage +.

Willpower: HP Regen ++, Mana ++, MP Regen +, MP Cost% ++, Magic Damage +

Charisma: Summon Damage ++, Minion Cap +, Shop Prices +, MP Cost +, Magic Critical +, MP Regen ++, Knockback ++ (yes, "force" of personality).

Perception added to balance out the stats, this should mean that each "major" feature is accompanied with lesser, related, features in a more spread out manner.

I'll work on what the ramifications of these are next post, and any tweaking that might balance them out better. 