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#2017 - 05/30/08 12:18 PM Re: Stats for skills [Re: ]
Cerberus Administrator Offline
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Registered: 11/28/07
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 Originally Posted By: Ganelon
One of the ideas is that different stats should have different weights in the skill. I.e. dex and rea is more important for attack than int.
I won't be coding this, though I see its merit and would prefer it as a system. That would open the door to all manner of balance related issues, in fact adding a very thick layer. As a proxy to this, we have the ability to give stats more weight by counting them multiple times in a skill's keys. For instance, if dexterity should be the driving force behind attack, it would appear as:
Stat: dexterity, dexterity, strength, reactions, intelligence, endurance
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Please mail your views on balance to:
cerberus@darkemud.com

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#2018 - 05/30/08 08:21 PM Re: Stats for skills [Re: Kim]
Rancid Offline
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Registered: 12/12/07
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 Originally Posted By: Kim
Stats being used in skills, for their skill bonus, is one of the least important aspect of stats. Honestly, if anybody set their stats based on what skills they affected, they set bad bad stats. I don't think the complaints have much validity at all.



A well balanced character creation requires the insight in to what you stats that character needs for whatever guild you plan on going in to. Most reasonable players assume, there is virtually no reason for putting a lot of stat points in to a stat that has no benefit for your character's guild. Now what were are being told is we should have guessed this would happen? Thats completely unreasonable to say the complaints have no validity to them.

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#2019 - 05/31/08 12:43 PM Re: Stats for skills [Re: Rancid]
Kim Offline
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Registered: 10/11/07
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"A well balanced character creation requires the insight in to what you stats that character needs for whatever guild you plan on going in to."

Sure. But what stats give a tiny tiny boost to what skills isn't part of that.

"Now what were are being told is we should have guessed this would happen? Thats completely unreasonable to say the complaints have no validity to them."

Because this change doesn't, really, have much of an impact.

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#2028 - 06/03/08 06:28 AM Re: Stats for skills [Re: Kim]
carmy Offline
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Registered: 10/14/07
Posts: 164
Loc: South Korea
The only guilds that I could really see wanting to have their stats affect their skills is tinker and maybe thief, because of the savings in dev costs and that a vast majority of them tend to idle around. If I've ever used stats for anything, it's my HP, MP, FP, or regen of somekind. I can't say I planned playing a char other than tinker or thief by arranging 1% or 2% extra bonus to a casting skill.

I feel sometimes when it comes to stuff like this, it was originally something that was in some ways being exploited (especially when it comes to memory, comliness and charisma), then when it's changed, people whine and say "Well, this screws up my char, and I need a reinc."

This could probably turn into an RP versus power leveler argument, but it's once again, not that big of a deal to loose a couple % in a couple skills over this.

I think in the grand scheme of things, this is a great change, and opens up lots of potential for change.

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#2098 - 07/14/08 07:33 AM Re: Stats for skills [Re: Cerberus]
Guinness
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As I remember, Dex was counted in chance to hit and number of attacks per round, while Str add physical damage to your hit.
Can't say it's obvious place for adding End and Int for attack skill.

You know, in some games you can "train" skill that allows you to use "wis" / "int" stats instead of "dex" in "to hit chance" calculation. Could it be considered as alternative for multistat skills?

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