Character skill suggestion revamp idea

zorroexe

Refugee
Suggestion to change character skill perks into something else. Some status will only be unlocked after spending [Lv2-1] x 10 points on that field.

Change strength tree into all action that affect hands (left and right click).

  • Entity damage: +1 per level on left & right click.
  • Block damage: +1 per level on left & right click.
  • Attack per minutes (Unlocked at Lv2): +1 per level on left click.
  • Stamina usage (Unlocked at Lv3): -5% per level.


Change Fortitude tree into all things that affect health. 

  • Health buffer: +2 max health per level.
  • Element resistance: +1 per level to Heat and Cold.
  • Armor rating (Unlocked at Lv2): +1 per level.
  • Recovery (Unlocked at Lv2): recover 1 hp per level per 60 seconds.
  • Resistance (Unlocked at Lv3): +1% resistance against effects (bleed, etc).
  • Metabolism (Unlocked at Lv3, trigger condition at 25% hp): +1 hp, -1 hunger, -1 water per level per second.


Change Agility  to all that affect running and stamina.

  • Stamina buffer: +2 max stamina per level.
  • Running speed (Unlocked at Lv2): +0.2 per level.
  • Quick breath (Unlocked at Lv2): +0.02 stamina regen per level.
  • Fight or flight (Unlocked at Lv3, trigger condition at 25% hp): +1 stamina regen per level per second for 3 second.


Change Perception into everything that affect the eyes and surrounding awareness.

  • Smack the head: +20% to head damage bonus per level.
  • Animal tracker: *No change*
  • Lucky Looter: *No change*
  • Weak spot: ignore 5% per level of zombie armor rating.
  • Zombie spotter (Unlocked at Lv2): +1 meter per level for non-sleeper zombie, pin on top middle compass.
  • Zombie sense (Unlocked at Lv3): +5% chances per level to notice a sleeper zombie, pin on top middle compass.


Change Intellect all that affect crafting.

  • Resourceful: Crafting consume 5% less resources per level.
  • Conservation: Crafting items (non-weapon) has a 1% chance per level of producing additional item.
  • Lucky (Unlocked at Lv2): Crafting weapons has 1% chance per level of producing a quality above the weapon Quality level.
  • Brain storm (Unlocked at Lv3): 1% chance per level of reading any Schematic (open or close book) per 10,000 experience gained.


Weapon perks change for Weapon specialist. Having a specialist at X level, will craft relevance item/weapon at that level. For all tools, weapon, consumable.

  • General Entity damage: +5% entity damage per level for [Weapon class]
  • General Durability: +5% Durability per level for [Weapon class]
  • General Block damage: +5% block damage per level for [Weapon class]
  • General Repair amount: +5% repair amount per level for [Weapon class] (condition, repair tools)
  • Mods-Bleed (Unlocked at Lv2): +1 bleed damage per level for [Weapon class] (condition, bleed component enabled) <<<--- No idea the bleed damage
  • Mods-Burn (Unlocked at Lv2): +1 burn damage per level for [Weapon class] (condition, burn component enabled) <<<--- No idea the burn damage
  • Mods-Wood (Unlocked at Lv2): +5% damage to wood per level for [Weapon class]
  • Mods-Iron (Unlocked at Lv2): +5% damage to iron per level for [Weapon class]
  • Mods-Stone (Unlocked at Lv2): +5% damage to stone per level for [Weapon class]
  • Mods-Dirt (Unlocked at Lv2): +5% damage to dirt per level for [Weapon class]
  • Mods-Stun (Unlocked at Lv2): +5% addition stun chance to entity per level for [Weapon class] <<-- idk base stun chance
  • Class-Specialize (Unlocked at Lv3, For spear): +0.1 attack range per level.
  • Class-Specialize (Unlocked at Lv3, For sledgehammer): +1% additional chance for flinch per level.


On weapon specialist... no way i can give all suggestion for all weapon class, ie rifle, sniper rifle, pistol, smg, club, etc.... each.

thanks for reading.

 
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