After a pause, I'm restarting developement. I feel that my DPS is not up to par at the moment, and I need to know why.
So I'm back coding RWF, fixing some long-standing problems (for example crashes when it incorrectly detects a enemy unit as a friend). I'm still thinking about a way to add combat-dependent stat weights, but for the moment I cannot think of anything except using the damage % from the various abilities and using the way they scale off the stats to determine the coefficients. One thing is sure: while this approach was definitely "sucky" in the past, due to combo point management, the current "never FB just spam shred" approach makes it a lot more precise, since combo point management has became almost meaningless.
Stay tuned :) (but don't hold your breath).
Hearthstone: Deeper in the Dungeon
2 hours ago