The new attributesystem does not seem to work right for strength (correct me if it works as expected), as the progress is not functional but seems random.
As it is easier to explain a short example:
Hitnumber (always same damage) | 00 | 01 | 02 | 03 | 04 | 05 | 06 | 07 | 08 | 09 | 10 | 11 | 12 | 13 | 14 | 15 |
Strengthprogress as percentage | 0 | 1 | 1 | 2 | 3 | 3 | 3 | 3 | 3 | 3 | 5 | 7 | 7 | 7 | 7 | 7 |
As you can see some hits do not seem to be counted, others seem to count double.
I think you use a modulus-division to cut of the decimal places, so two hits have a range from [3 to ]4 => 1 (hits 4 to 9) and from [3 to ]8 => 5 (hits 9 to 11). That is not going to work without some random addition to the formula. If it is like that, add it to agility and intelligence too, as strength is already the
>underpowered attribute< being the only one with the '10 level difference lock'.
Got checked on different levels and enemies.