Rescaled combat stats
Several combat stats in ToME are rescaled to produce diminishing returns. The rescaling system uses tiers with increasing costs. A raw input value is converted to a final (effective/rescaled) value according to the following system:
Saves and Powers
Tier | Raw Values | Final Values | Cost per point |
---|---|---|---|
Tier 1 | 0 to 20 | 0 to 20 | 1 |
Tier 2 | 21 to 60 | 21 to 40 | 2 |
Tier 3 | 61 to 120 | 41 to 60 | 3 |
Tier 4 | 121 to 200 | 61 to 80 | 4 |
Tier 5 | 201 to 300 | 81 to 100 | 5 |
Tier 6 | 301 to 420 | 101 to 120 | 6 |
Tier X | ... | ... | X |
Accuracy, Defense, Physical power, Spellpower, Mindpower, Physical Save, Spell Save and Mental Save are all rescaled this way.
The raw values (inputs) are what you see on equipment. For example, a shield that gives you +4 Defense is really giving you 4 raw points in Defense. These points (plus all the other raw points) are added together, and then the rescaling is applied.
You can see your rescaled Defense on your character sheet (Defense tab), and in your tooltip (when you hover the mouse over your character's icon/avatar).
Rescaling examples:
Raw Input | Final Value | Tier |
---|---|---|
17 | 17 | 1 |
50 | 35 | 2 |
71 | 43.66 | 3 |
Save Example: Suppose all of your raw bonuses to spell save (from stats, talents, items, etc.) add up to 72. This is then put through the formula, taking 1 point to increase your save while in tier 1, 2 in tier 2 and 3 in tier 3.
Getting through tier 1 takes 20 points, leaving 52. Getting through tier 2 takes 40 points (each increase needs 2), leaving 12 In tier 3, those 12 remaining are enough to give 4 more spell save.
This means that you would have 44 rescaled spell save.
Full tabulation with the step of 20:
Raw Input | Final Value | Tier |
---|---|---|
0 | 0 | 1 |
20 | 20 | 1 |
40 | 30 | 2 |
60 | 40 | 2 |
80 | 46.6 | 3 |
100 | 53.3 | 3 |
120 | 60 | 3 |
140 | 65 | 4 |
160 | 70 | 4 |
180 | 75 | 4 |
200 | 80 | 4 |
220 | 84 | 5 |
240 | 88 | 5 |
260 | 92 | 5 |
280 | 96 | 5 |
300 | 100 | 5 |
Weapon Damage
The contribution of each Stat to Combat Damage is also rescaled, although less steeply.
Tier | Raw Values | Final Values | Stat per point |
---|---|---|---|
Tier 1 | 0-45 | 0 to 45 | 1.0 |
Tier 2 | 46-105 | 45 to 90 | 1.333 |
Tier 3 | 106-180 | 91 to 135 | 1.666 |
Tier 4 | 181-270 | 136 to 180 | 2.0 |
Tier 5 | 271-375 | 180 to 225 | 2.333 |
Tier x | ... | ... | 0.667+0.333x |