Runes that use stamina are great for personalisation for example i heated Woven Wraps Running attach but buy equipping Frontifilp kick i solved the issue but then i noticed that Frontifilp kick does more damage on slower weapons and less on faster, and then i realised the this is true for every rune. This is a huge problem because the animations are the same the cost is the same the range and AoE is the same but the damage is not. I always thought that the game used a base damage value (that depends on the weapon level) stamina consumption value and focus gain value and then multiplied the values based on speed range AoE, and for runes the same but with the focus instead of the stamina.
This problem is It’s easy to notice with runes but in reality it’s shared with all attack animations, as there are slow animations that do less damage than fast animations on the same weapon, and there are weapons with identical attack animations that at the same level (and points spent in attack stats even same AOE) that have different damage
edit: now I try to explain the motion values ​​system better so that there is no confusion
there is a table of statistics that serve as a reference for all weapons, the damage for each level of the weapon, the bonus damage for the scaling of the weapon (strength, dexterity, intelligence, cleaves) the stamina consumed and the focus gain
these reference values ​​are multiplied based on the chosen values ​​to make sure that slower attacks do more damage consume more stamina and give more focus, the damage is also increased or decreased based on the range and the AOE (area of ​​effect), the damage can also be increased if the weapon has particular conditions such as being a two-handed weapon, the stamina could be increased in order to increase the damage, the focus gain could be increased at the cost of decreasing the damage, if the Runes cost the same focus and have the same range animation and AOE on all weapons They must do the same damage (if they have the same level and scaling stats).
Another factor when it comes to damage could be the position of the attack in the combo for example the first attack could do 100% of the damage the second does 105% the third does 110% as the attacks further forward in the combo are more difficult to perform and therefore are rewarded
Maybe I wasn’t clear, I’m talking about the same attacks, same animations so we’re not comparing weapons from different classes.
Also currently in the game there are many one-handed weapons that do more damage than two-handed weapons.
Not all are unbalanced for example some sacrifice range or AOE or consume more stamina or have less focus gain etc , but I’m asking for a better use of the motion values while considering these factors.
if the rune damage wasn’t based on the weapon damage I could just put the rune on a level 1 weapon and make the game a bigger joke than it already is
“I always thought that the game used a base damage value (that depends on the weapon level)” I said that in fact they must be based on the level of the weapon (and it seems obvious to me that they must be also based on the scaling states: strength, intelligence, faith and dexterity)
I mean this goes in general to the description of runes and items. It needs to be much more detailed. Runes is a clear example of how it gets superbly confusing on when to use them or not as understanding how much damage they do and how many hits they do it confusing. You have runes where you do 1 strike and somehow it deals a ton of damage, others where it’s a ton of hits but lwoer damage ? Some have weird interactions with elements ? I’t super confusing.
This particular problem (which is the most obvious and problematic one) has been solved, but the runes are not balanced yet.
Fortunately, the Devs have confirmed that they will add a dummy to test the damage, and this will help test which runes are unbalanced and which are not.
There will also be a rune preview from the game menu that will show you a video of the rune in use, and this will help you understand what the runes do without overriding them and also to identify runes that have similar directions without having to remember the name.
very good about the dummy, and very good avout the video, but with the runes being destroyed when removed or the weapone tc we can’t realistically put them on and off, hence why i personally think we should just have to pay at the woman to move runes around and not have the whole destroy things. MAYBE have it so that the FIRST TIME you remove the original rune from a weapon it destroys the weapon. But if it is a rune you have put in yourself then it’s safe to remove
I agree with you, and I would also prefer that the gems were removable without destroying the weapons/armor, it would be a great step forward for Qol.
But If we look at it from the developers’ point of view (and I say this also based on things I remember they said) the fact that you have to choose between the two things is essentially a matter of game design, Essentially, as a developer, you want players’ choices to have an impact and consequences, which leads the player to think and develop plans and strategies.
That said, sacrificing QoL to achieve this is fine, but in the moment I’ve finished the game and only want to test builds, this trade-off stops making sense, and so essentially I’m dealing with the QoL issue without the benefit (because the campaign is over and I already have a complete build and just want to try out others).
So what I would do, is that, when you get Eleanor’s shop to the max level you should unlock the ability to do these modifications without breaking weapons, runes and gems.
In any case, at the moment the best way to test is to buy a “disposable” weapon to try out the runes then, if you like the rune, remove the rune and put on the weapon you like best.