Comments (1)
I’m currently working on it and it seems that some more changes will be required.
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Currently, a master skill just has a definition for level depending damage. Buffs etc. are not yet meant to have level depending effects. It will make more sense to have something general for all use cases.
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The level depending values are calculated by some crazy formulas. We could either store the resulting values (like we do already for attack damage) or store a formula - I tend to the latter. However, then we need something to evaluate them at runtime, e.g. https://github.com/mariuszgromada/MathParser.org-mXparser
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If we think a step further, we could even think about making formula evaluations possible within the attribute system infrastructure
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