If you don’t get it, you’re not supposed to - it’s an insider thing.
Soulstones
Those are much higher percentages (20, 25 or 50% generally), that are applied to much higher numbers. Gaining 20% damage per shot, when each shot deals hundreds of points of damage and when you can shoot several shots per second, is nothing to sneeze at. Gaining or losing 1 or 2 points in a stat is trivial.
I think the concept by itself has potential, just might need some tweaking.
I just thought of something semi-related to this: how about Soulstones that buff one stat based on another stat? For example:
“Gain +1%Atk for every 4 pts of Spd, rounded down”
So a Rogue (75 Spd) wearing this Soulstone would gain +18%Atk.
That in itself sounds like something you could do, yeah, but I want to see how this is received before I make additions like that.
@Lament yes btw
It’s not completely original either. Soulstones play an important part in Diablo for example.
As glorious of a game Octodad is, I’ve never played.
it’s a joke but i’ve seriously never played
id actually suggest to make them bound to a certain key, granting the buffs n debuffs for several seconds and have a cooldown. otherwise this feels kinda awkward to permanently run around with 783 hp
had a kinda similar idea once, i think its more generic-rpgish, but i imagined Uts (no Sts) to have like a gem slot, and those gems are a single stat always and like t1 gem 1dex - t5 gem 5dex…but whatever i dont think such a major change would be actually considered by deca lol
Sorry, CORRECTION
They’re Reindeers and Rainbow Clovers and Flying Patty Hats on steroids.