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Stats Idea

Discussion on Stats Idea within the Rohan forum part of the MMORPGs category.

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Old   #1
 
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Stats Idea

One thing which bugs me about Rohan is its stat spread which goes from nothing to mid-level then a big jump to max. With % stats this is more acute due to the fact there is even less of a range.

What I was thinking about trying is to configure the game differently, removing % stats on weapons completely and just going with + stats. To make up the shortfall in attack power, the amount of + stats available would be increased to compensate so that the max power you could get would be roughly similar.

The point of this is that the game is configured to allow up to 30 possible outcomes in the stat spread. When you're looking at 14% for a level 99 weapon and it's always an integer, you can see that % stats just don't allow for a wide range of gear and there is always that same, static goal when it comes to gear.

For example if level 99 weapon parts could have +99 str, the 3 highest drops of say +99/+96/+93 could be made very rare and the majority of players would be rolling with pieces made with around +75. It's all about gear diversity and allowing more drops to be usable by removing that static goal of the must have max %. It also makes it a lot easier to get bosses to drop weapon parts more suited to this stat arrangement.

This means that a lot of skills will have to be changed too, specifically the ones for classes which already use + stats like dex guards, agi dhans, psy wizards etc. It also means a close look at how it will affect templars but I have a feeling they'll be a lot easier to manage.

Additionally I'd also remove stat requirements from ever appearing on gear and set forge rates to 100%. To make sure gear is kept diverse I would do away with the different grades of option stones and have a single grade with a much wider range of rolls. This means that only 3 of the same type of stone could be used (only 1 during the unique roll) so to preserve the max possible DD its max roll would be 17% but to offset the 100% forge and to keep gear nice and diverse, its minimum roll would be say 5%.

Another advantage of all this is that it aligns the capabilities of forged gear with that of crafted gear which is nice. Oh and % attack spirit stones won't be available

Sorry for the tl;dr. Just wondered if this is actually worth spending time on? Gonna go and retrieve the backup of my files and get setup again.
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Old 05/31/2014, 17:47   #2
 
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Sounds like an interesting mod honestly. In the end will it be worth the time and effort though as you very well know its going to be alot of work to get it working without any flaws.

But all in all I would be interested in seeing it in its final phase.
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Old 06/08/2014, 23:20   #3
 
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Just to let you know I'm actively "developing" this idea at the moment.

So far I've worked out how much + stat you'll need to compensate for the removal of % stat. I've modified the stat drop calculations file with the required coefficients and also changed the RNG rolls.

As far as this project goes, the easy part is complete. The hardest part is yet to do. I've got to go through every single skill/buff and test them all. To be fair the only hard part about it is the time requirements but once I get a good run on it I'll manage to get a lot done.

As a heads up though, buffs will generally be reduced to a maximum of 10% at level 7. Humans for example will have Rising Might give 10% strength at level 7 and Crazy Strength will give the same. Almighty will also give just 10% all stats at level 7.

Sounds a bit crappy? Well not really considering the massive amount of extra + stats which will be available on weapons, rings, ears and eyes etc. The scaling that you get with the lower buff % with more available stats is the same as what you get with a higher buff % but with less available stats.

I'm sure that won't stop the mentally challenge from complaining. I remember when all I did was reduce the mace damage from blunt mastery and it caused a s***storm because no-one really understood what was changed.

Anyway I'll hopefully get some screenshots and maybe vids up in the next few days or so.
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Old 06/09/2014, 03:03   #4
 
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Sounds like a hoot bro!

Love to see (and try out) the end product of your efforts.
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Old 06/15/2014, 18:42   #5
 
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sorry buddy but months on months all i see from you is talks, so i wont even put an effort on commenting on stats from your "server"
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Old 06/16/2014, 02:51   #6
 
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This is an idea you dont like it get the f--k out noone asked you to comment on it.It's a free world everyone can say what they want and do whatever the f--k they want.People are trying to improve the game even if the irohan is not even trying to say it.
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Old 06/16/2014, 17:52   #7
 
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Quote:
Originally Posted by SpoTex View Post
sorry buddy but months on months all i see from you is talks, so i wont even put an effort on commenting on stats from your "server"
Aww, you don't like his ideas? Fair enough. Everyone is entitled to their opinion.

Got a better idea? Let's hear it so we can return the favor.
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Old 06/16/2014, 18:23   #8
 
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Quote:
Originally Posted by SpoTex View Post
sorry buddy but months on months all i see from you is talks, so i wont even put an effort on commenting on stats from your "server"
I'll never run my own server because I don't have the skills or knowledge to do so but I can do things like this and I am actually in the process of doing it all.

This doesn't really show much but it was a test I ran after reconfiguring the stats and skills to see how balanced PvP would be. Each character has weapons without % stats, buffs lowered to give only 10% boosts at level 7 and skills adjusted to match (total strength is almost 5000 )



My first run through the skills had pretty good results, especially the boosts to berserkers. Still a long way to go yet though, not even completed the first pass on all classes.

It was an idea I had so I thought I might as well give it a try. If it gets used on a server it might not be very popular or it might be the best thing ever. Who knows unless I give it a go :P
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Old 06/17/2014, 01:24   #9
 
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what about scouts? how will you balance them in pvp?
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Old 06/17/2014, 05:40   #10
 
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Buff their heroic % Defence? Set Bows have % Defence make arrows have % Defence?
There are like countless way's to do it even editing one buff to give % defence from % dex.
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Old 06/17/2014, 16:46   #11
 
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Someone made a very good point in that if every class is perfectly balanced then all classes will just be the same but with a different skin. There's always going to classes which are better in PvE and some which are suited to PvP. The most obvious race with this class divide is wizards and warlocks.

Scouts were made with PvE in mind, there's no escaping that fact. You have savages which are more orientated towards PvE for melee, scouts which are ranged PvE and wizards which are magic PvE. Having said that every class still has some use in PvP, savages with totems and wizards with crowd control but scouts don't really have the damage or skills.

The archer tree is interesting though, especially the strength debuff which will work a lot better in this environment with a lot more raw stats instead of % attack. Strength also does nice things to brandish kick. At the moment it looks like a hybrid str/dex scout could work very well in PvP switching between bow and sword, especially when the majority of stats will come from gear. Sometimes it's not always about giving boosts to plug the gaps but trying something different altogether.

Also on the PvE side of things, as I mentioned in the OP there will only be 1 grade of option stones so only 3 of the same type could be used in a forge. For that 4th option stone you could add a little bit of weapon attack or armour defense, maybe a bit of extra mobility or you could even use the no arrows option which will be changed to always roll 100% save arrows Combined with changes in their aoe skill cooldowns, scouts should end up as a proper PvE alternative to wizards and be quite interesting in PvP with the right gear and skills.
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Old 06/24/2014, 04:51   #12
 
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dex scout is OP if done right, temps are always hated on no mater what is done to them. i always say make wizards OP!!!!!!

sup ish, joe, zzr HAI!
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Old 06/24/2014, 08:22   #13
 
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Templar is not OP at all the only thing about templar that is op it's hes precious vit pet , if you nerf the DN from last 50 sec colldown 50 sec to ==> Last 1 min Colldown 2 mins noone will play templar cuz in fact 90% of the templars dont leave SZ without a defender vit same goes vs the bosses.
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Old 06/24/2014, 11:42   #14
 
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Templars being OP depends what equipment is available to them. If you're YNDerp and give them 4k int, 1000's of all attack and all attack % spirit stones then they're completely out of control. It's up to each server's devs to control what a templar has access to.

It's only the ****** skillless templars that need to use vit pets anyway.
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Old 06/24/2014, 12:29   #15
 
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Templars are not OP by default. What makes them OP is all the **** you can do to them to make them OP. complementing characters, boss drops and equipment can make pretty much any class OP.

You might be surprised what mayhem a zerker can inflict with vit pets and priests to shield & empower them if they have the same level of equips (suited to their class) that most temps run around with.



sup matyce
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