0-3 is because it’s a multiplier to a base which is determined by the stat rank. It’s average Lv50 value divided by 10, so a character with average Str will get 5.4 evaluation points if you enter 1, or 16.2 points if you enter 3. It works the same for all common stats. As for HP, I used the common stats average Lv50 values as the base to make it comparable. This means you get 2-9 (depending on stat rank) when entering 1, 4-18 when entering 2, and 6-27 when entering 3.
Weapon attack works the same: WLv8 value divided by 10 (e.g. 130/10=13 for 2-h sword users). Keep in mind that while Weapon Atk is higher than Str, it does not increase ratio mod, so it’s a good idea to rate Str higher than W-Atk.
Hand of God and Ogre Breath work the same too: HoG base is 4 (40 Str divided by 10), OB base is 1.5 (15 divided by 10). In other words, 10 points in a stat gives a character 1 point for the evaluation. Keep in mind that on the one hand these items are extremely useful, but on the other hand you’ll only get 2 of each per run, and only very late.
The problem with the other criteria is that there is no base, so the number you enter will be the value for that criterion. Why did I use 0-10 and 0-30? I used 30 because that is about the maximum you get for the stats criteria (I could have used 27, it’s not much of a difference). I used 10 as max for Mov because it will be doubled for characters with 7 Mov. I had a mount criteria with 0-30 previously and divided it into Owl and Kangacorn, so I changed it from 0-30 to 0-10 each (maybe 0-15 makes more sense). I could make up a base value to be multiplied by a value from 0-3, but I want the user to have as much control as possible. I recommend just to experiment a bit by entering different numbers and watching the results.
Sure I can try to add filters, so you have the option to hide certain characters, that’s a good idea. I just don’t understand the connection between filters and the problem of determining numbers to evaluate characters, this is a different kettle of fish, isn’t it?
KFCrispy wrote:-I would also look for good candidates for Berserker Belt, but the criteria can vary, since it depends on either spamming a rune (high SKL) or possibly having the right abilities like Bull's Eye and/or Sniper.
The criteria depend on the style of playing. I would only wear it on someone who has enough command rune attacks (100% hit chance). Skills have failed me too often. So from my point of view it’s easy: just add points to the command runes because they make the use of the b-belt possible. However, other players might disagree. So I really don’t know how to implement that b-belt thing.