Did someone say math? Perhaps you could go with a scaling percentage based system to make the transition of the numbers less "clunky" and also limit the fact that you have a 20 level +/- relation to character window in which enemies are "farmable." So let's say base player health = x (pick whatever number you want it doesn't matter) and players health is displayed as a percentage on HUD and maybe go into actual number stats in inventory or stats screen. Class health is a percentage of base health at starting level so something like a survival tanking class gets a 1.05 modifier and mage or warlock or something gets a .85 modifier making for 105% base health on the stats screen and the HUD displays percent of stat screen health as 100%. lower the level gap to +/- 5 levels or tighter depending on how varied your level progression is going to be, maybe even base the level of enemies on a x=level scaling= ((level number +player level)/2)
for item quality = y =(player level)(x)
This gives the ability to lower the chance of earlier level abuse by higher level players farming for items and experience.
Player health = z = (Base health)(n) n= percentage scaling health gain based on level
Hopefully that makes some sense.
Just thought about something. Coop would get dicey basing item stats off health percent, because higher percentage units would always get better gear, but using a character lvl times (character level + map level)/2 would scale assuming item stats are strictly level based.
Drops are instanced per client and are based on the stats and the level of the enemy unit dispatched. The only way to share items between players is for a player to drop a looted item on the ground.
Maybe class bind items that shouldn't be available for certain classes or use a primary stat modifier based on class role. So like gloves of the wolf give +stam + strength for a warrior/soldier role and agil and stam for a ranger type class. Just have to code each classes primary stat into a set position on stat sheet and make the items + whatever formula to primary stat. That way all classes could benefit from all items. Might simplify loot randomization.
Right now loot is universal but its not super crazy to have class specific equipment. Thats a pretty cool idea actually. Class specific gear and weapons hmm :)
The main reason I think you should consider it or the "primary stat" approach is easy factor" you can basically negate a lot of the hard balancing issues by only having to modify 1 interger per class, unless its a specific item that is unbalanced. Assuming this is a solo project and most likely not for profit, so you would want to reduce necessary test hours.
For some stupid reason it wont let me respond to your post. SO responding to your first post.
That's the entire point, I describe a system where balance is far easier than anything else because the numbers are all a lie. Nothing changes past level 1. I am doing a completely different method of balance than I think I have ever seen before.
Oh lol I thought you really wanted the formulas.
I think you are talking about design formula. Which is fine, I didn't think about class specific gear until you just mentioned that.
((((Level * 0.10000) - 0.10000) + 1.000000) * VisualValue) * HealthValue
This formula is applied to every characters health. This includes damage as well. You calculate gear and stats and damage then simply apply a flat 10% per level. Its a method that simulates larger health pools without having larger health pools.
but a flat 10% seems kind of boring.