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Stats Idea

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Old   #61
 
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Quote:
Originally Posted by gotwood View Post
nah benezar will be the end game armor of choice ^^
I know how Ish's mind works
How did you figure that out?



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Old   #62
 
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Quote:
Originally Posted by Ishtaria View Post
How did you figure that out?
i used my mental tepapathy and gazed into my crystal ballz...

then had some pie


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Old   #63
 
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Was it creampie? I like creampie.

Encoding a quick video of some WIP. It's nothing really amazing, just wondered what you guys think about the "direction" I'm taking.
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Old   #64
 
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Quote:
Originally Posted by gotwood View Post
nah benezar will be the end game armor of choice ^^
I know how Ish's mind works
Benezar? Pfft. A true Brit has a stiff upper lip, takes it like a man and uses Leather armor xD

On sum pserv, I had a 3x full psy wiz in leather which sum1 tried to rpk. Only thing that kept my wizz alive was my dual logged white mage magicb/heals. U any idea how squishy a 3x wizz in leather is? IIRC max is +6 pdef - Ish make it top tier armor (along with matching weps), there's "stats balance for u" lol.


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ha no worries. ish can make benezar can be made darn near impenetrable.
he knows how. hes pro haxxorz wkwkwkwk

(benezar is leather armor - at least its made from it )
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Old   #66
 
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Ok so, bear in mind I have to open and start the server, open 3 clients, test, make changes, restart server, reopen 3 clients, retest zzzz... It's a long and slow process.

Now some of you might wonder about that HP inflation. Well that's part of my cunning master plan to close the gap between non-vit and vit. With the linear scaling it also makes hybrid vits a lot more viable. In the end it's just an arbitrary number really. What I'm looking for is that sweet ttk (time-to-kill) zone. Don't worry about all the additional pdef, I've made some clever changes to make sure things, well, scale properly which you can see from the damage outputs shown.

So templar and guardian in what is planned to be totally max stat tier 5, 6 and 7 gears. Fully biffed in rebalanced level 7's and almighty, plus dex biffs for the guard. 40% DD on the maces, swords and daggers (so 48% total DD for the guard).


Oh also note the more linear increase to the templar's attack power through the tiers as opposed to the silly exponential increases they currently get.

Think I'll increase the effectiveness of mana shield a little bit and reduce the cast time on those level 2 templar nukes. 3 seconds is just too long for a basic nuke. Blunt mastery is fine, just a bit more dps required from their other skills.


Still though, I think templars are sitting quite nicely as a second line utility/support class now... as they were originally designed to be.
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is that server online? :O
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Old   #68
 
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he is using a private test server on his computer to work on his ideas.
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Yep Woody is right. At the moment I'm in the middle of some pretty intensive balance testing and skill changes. Not just minor skill changes either, what with the removal of % stats.

I have no idea when this might become a live server... open and start the server, open 3 clients, test, make changes, restart server, reopen 3 clients, retest...
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Old   #70
 
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You should try get someone to fight that battle cuz if you test them like this people might qq saying that the battle wont happen the way you did it :P
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haha! yeah! its all fake! fake i tell you!
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It's just a case of getting the time-to-kill right first before actual battle simulations
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Quote:
Originally Posted by Ishtaria View Post
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.
TL;DR version?
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Quote:
Originally Posted by A-Hitagi View Post
TL;DR version?
lol you aren't expecting him to answer are you (hint: look at his username in the post above yours)?

since I know him i will pass this on for him. he is working on a server to put all he is talking about there into practice (sorry you have to read it to find out what all that is). whether his server ever sees the light of day remains to be seen since he is making no commitments at all beyond trying it out himself.

in any case the community here will be the last to know. you all know who to blame for that folks.
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I guess the tl;dr version is simply that I'm removing % stats from weapons and replacing them with higher + stats. All skills and buffs are adjusted to compensate of course.


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