Stamina Redux Redux
With 1.10 on the horizon, I’ve been doing a lot of thinking about what I would change about BNW if I had the hacking expertise (I’d like to make my own patch, someday). Above all else, I would try to streamline stamina to make it simpler and more intuitive. The change I am proposing runs the risk of making stamina useless again, and invalidating some character builds. I realize I am opening a very large can of worms here, but I am very curious to hear thoughts about how I could mitigate this impact.
Basic Concept
Rename “Stamina” to “Heart”, conceived as a hybrid of a character’s endurance and bravery. Remove all stamina implementations that are inconsistent with this description.
No More Stamina Attacks/Heals
Revert damage/healing calculation to use either vigor or magic (possible exceptions: Interceptor, desperation attacks, atma weapon, ???).
* Make magic esper bonuses more available to previous stamina builds
* Adjust base power of previously-stamina-based attacks
* Switch Regen/Remedy to fractional healing to keep them viable on low-magic builds?
Use Stamina for Magical *and* Physical Damage Reduction/Variance
This would hopefully help with stamina’s usefulness, and would mitigate the change to cover mechanics below.
Never Evade while Covering
The in-game cover animation suggests that you are using yourself as a physical shield, so you should always take the hit.
Preserving Stamina's Usefulness
* With stamina more of a dedicated "tanking" stat, perhaps enemies need to hit even harder?
* Could other uses be made stronger? (morph damage reduce, dance success, sap/regen ticks, counter/cover rate, status evade)
I really appreciate any thoughts you all have!