September 1
All of my monthly Dev Log threads have so few posts. I feel bad about how little work ethic I have.
To break trend from my last couple of Dev Logs, this one includes references to actual progress being made. The last few weeks being mostly empty had nothing to do with 70 hours of playtime on No Man's Sky. Nothing to do with it at all...
Stat recalculation for handling base stats is now basically complete. It still uses placeholder values for the skill bonuses, but they can very easily be switched to the proper versions once that section of the Armory is operational again. In the process of reviewing over handling skills/titles, I came to realize something about the new stat structure, and decided to take advantage of it.
The new base stat setup requires entering your entire Character Info page of stats into it, due to the new titles that give those various stats. This happens to cover stat gains such as STR Mastery and etc, as well as those such as Critical Hits, and also titles. The only variables that it can't determine based off of these is the set of Proficiency skills, and Stone Skin. Since Stone Skin is probably not significant to most builds, and Lv.90 equipment requires max proficiency, these can be safely assumed as max. This leads to a pair of new options on the Base Stats tab:
You will be able to disable all extraneous stat calculating from your base stats, or alternatively only titles. What this means is for someone who just wants to quickly make a set for a Lv.90 character, they can just use the default settings, and their base stats will be used directly, without them having to set their skill ranks or which titles they have. For regular use, this has absolutely no repercussions, and the results will still be 100% exact. It's simply a faster way to use the Armory exactly as you always have been. The difference will be for those who enable these calculations.
When enabling inclusion of skill ranks, you will need to fill in the skill rank you have for every stat related skill. Instead of just the proficiency skills as it is now, this will also include STR mastery, Critical Hits, HP Mastery, and so on. The difference will be that you will be able to use the Skills tab to quickly preview what impact, if any, gaining or losing these ranks will have on your set. This could be beneficial when performing a full reset to restore a weapon, and having to decide what stat skills to get back first, or for deciding what skills to rank on a lower level character.
As an entirely new feature, the second extra option will be to enable inclusion of titles. When enabled, you will indeed have to fill in which titles you have, which can be time consuming. In return, you will be able to "soft toggle" titles that you don't yet have, for testing purposes in setting up builds. This will allow you to determine things like how effective (or ineffective) the Ein Lacher titles would be for strengthening your build, or if the mass completion titles from Neamhain even matter to you.
I haven't worked out where I want them on the UI yet, but there will also be a set of options that function as an "Apply Max" setting. When checked, it will use the max possible stats for your character, in place of whatever you currently have set for your stats, skills, or titles, whichever you have enabled it on. This will not overwrite your current entered values, and will serve as a way to quickly mess around with "max potential" builds, if that is a goal you intend to reach. If my huge drive to figure out the level up stats of each character confused you before, now you know why I wanted it.
No pictures are included today, as even despite the incredible flexibility of my new UI setup, I am drawing a mental blank on what I want to do with these settings and what I want them to look like.