Expedition 33-ish Attribute system for Wicked

I’ve been playing a lot of Expedition 33 lately (who hasn’t?) and something in it immediately made me think of No Rest.
And that is the Attribute Synergy system they use. Basically, when you allocate points to attributes to your character, each attribute can boost more than one combat stat. For example, increasing Defense increases Critical Rate by 0.5%, while increasing Luck, raises Critical Rate by 1%. Based on that, I came up with a raw synergy table that could hopefully serve as inspiration for the No Rest. This is not perfect, but just a way to explore the possibility.

In this iteration, Minor boost scales the secondary attribute by 1 for every 2 or 3 points DIRECTLY allocated in the primary.
That means that if you put 3 points in Dexterity on lvl up, you get 1 point of Stamina. But 3 points of Stamina earned this way do not raise your Critical rate. Same for Health. Raising it will slowly add to your Equip Load, but it will not also boost your Armor as Equip Load increases.

Attribute Primary Effect Secondary Boost Notes
Health Increases max HP Minor Equip Load boost Minor boost scales the secondary attribute by 1 for every 2 or 3 points DIRECTLY allocated in the primary.
Stamina Increases stamina pool Minor Critical Chance/Multiplier boost
Strength Boosts Strength-scaling weapons Minor Poise boost
Dexterity Boosts Dexterity-scaling weapons Minor Stamina Recovery Speed boost
Intelligence Boosts Intelligence-scaling weapons Minor Elemental Defense boost
Faith Boosts Faith-scaling weapons Minor Debuff Resistance boost
Focus Grants Focus bars for rune attacks Minor Focus Gain Boost Credit to @PorckChop
Equip Load Increases max carry weight Minor Armor boost
4 Likes

I like that the secondary boost can actually feel impactful after a few level ups rather than every dozen level ups. This idea actually merits testing over the others copyign souls

My one gripe is that upping focus increases INT/FTH, I don’t like that cuz focus in Wicked isn’t just a mage thing all classes run off of it. Also that’s the only secondary effect which boosts an attribute related to weapon requirements… how does that work?

If I have 10/10/10:INT/FTH/FOCUS → 10/10/16:INT/FTH/FOCUS do I actually pass the bar for weapons with 12/12:INT/FTH requirement? Or is it just a boost for the scaling and not the actual attribute stat itself?
If it’s the former then that’s unfair because INT/FTH then can more easily get access to their weapon pool while STR/DEX just get to use more focus

You bring up a very valid point but tbh I just couldn’t think of a better minor for Focus. Maybe it could affect regen rate for poise and stamina? Drop rate??
This isn’t super thought-out, just wanted it to serve for inspiration.
For the second point, I think numbers should increase to show the player where they stand. So if you are level 9 and have allocated all of your points into Dexterity, your Stamina should be 3 (assuming it’s 1 point for every 3).

a Secondary for focus - decreases Rune Cost slighty on by X% per 3/4 points into the stat. or increase in focus slighty gain per X% amount every 3/4 points.
or increase stagger boost/resistance by X% amount per 3/4 points (just random numbers something like that would have to be looked at thoroughly)

Oh yeah. Focus gain sounds cool. I think this idea is worth exploring. I like the number of current stats, they just need to be more impactful.

i would like to throw this into here as well: Weight as a skill seems redundant

over there we were discussing, that weight as a separate skill might or might not be a good idea. maybe that could be added too. lets say if one levels STR or END they automatically get a boost on equip load

Equip Load is indeed a weird stat that I agree it doesn’t “feel” good to invest in it.
I’d be ok if it was rolled into Stamina.