I am watching this lecture here:
if I understand it correctly, all damage modifiers are being recalculated on each hit. is that correct?
I would like to have an entity which has all damage modifiers always available without them needing to be recalculated. Of course, all systems that have to do with equipment and bonuses need to communicate changes when they happen, but I think they’ll happen less often than hits in a hack and slay game
which entity would be the best choice to save this data?
I could use the BaseStats module, a scriptable object or…?
I heard scriptable objects are not supposed to be modified during runtime, so I guess BaseStats would be suited best as it is already there for every character?
Thanks for any input