zorroexe Posted August 7, 2020 Share Posted August 7, 2020 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. Link to comment Share on other sites More sharing options...
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