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New Base Stat System
#1
[SIZE="1"]Recent revisions:
10/28/10: Increased several stat requirements on benefits in recognition of Dusk and HurryCaneX's responses. Caps on crit damage bonus added.
10/29/10: Added more caps on bonuses in response to #5-#7 and maintaining that DEX keeps lowest benefit #.[/SIZE]


As it is now, going for any stat aside from the main stat isn't enticing enough to bother doing anything but a Low-Dex, Low-STR or Low Luk build. to be a highly effective character.

So what if the base stat benefits were buffed a little to make each stat a bit more enticing and add variety to characters and classes?

One key change is making both the classes sub and main stat raise damage equally. So choosing to boost either is no longer a total no brainer. Choosing either of the two main stats to focus on is now more about the non-damage related benefits you prefer more. The other is making the stat boost for increasing non-main stats greater compared to adding to a main stat to compensate for the lack of damage growth should a player decide to invest in them.

I originally posted this idea to respond to a thread somewhere else but i'd rather it have its on thread so it could be focused on and critqued better.

This was created with Post BB formulas in mind.

[All Classes: sub and main stat = Raises damage]

Now for individual stat bonuses:

STR:
  • Raises weapon defense by 1.5 per point. (2 if it isn't your classes' main/sub stat)
    -To clarify, this means the multiplier for STR in the WDEF formula is now *1.5 or 2.0 instead of the current *1.2,
  • Raises HP by 2 Per Point (4 if not you classes main/sub stat)(Caps at 4k)
  • Raises Physical Crit Dmg max by 1% per 60 points (per 30 points if not main stat)(Caps at 15%)
  • Improves HP recovery while moving (needs to be implemented) by 1% of character max every 40 points (20 if not main stat) (per 10 seconds)(Caps at 60%)(Canceled when beholder buff is active)
  • Cuts through enemy PDD by 1% per 60 points ( per 30 points if not main/sub stat)(Cap 5%)

DEX:
  • Raises Critical Rate by 1 per 60 points (1 per 30 points if not your main/sub stat.) (Cap at 10%)
  • Raises Acc. (Value Varies by class as per usual)
  • Decreases Physical skill cooldown/Stun time by 1% per 60 points (per 30 points if not main stat and caps out at 10%)
  • Increases Resistance rate of physical ailment-inducing attacks by 1% per 25 points.(I.e; Poison, Stun) (per 12.5 points if not a main stat)(Caps at 75%)

INT:
  • Raises Magic Defense by 1.5 per point (2 if not main/sub)
    -To clarify, this means the multiplier for int in the MDEF formula becomes *1.5 instead of the current 1.2,
  • Raises Max MP by 2 per point (4 if not main/sub stat)(Caps at 4k)
  • Improves MP Recovery while moving by 1% of character max every 40 points (20 if not main stat) (Per 10 seconds)(Caps at 60%)
  • Increases Resistance Rate of Magical Ailment-Inducing attacks by 1% per 25 points (I.e. Zombify, Curse) (per 12.5 points if not a main stat)(Caps at 75%)
  • Raises Magic Crit Dmg Max by 1% per 60 points. (Caps at 15%)
  • Raises Magic Acc.
LUK:
  • Raises avoid (Value will vary by class as usual)
  • Raises Acc (Varies by class as usual)
  • Raises Physical and Magical Critical Min Damage by 1% per 60 points. (30 if not main/sub stat) (Caps at 15%)
  • Reduces XP Loss on Death
  • increases Positive buff time by 1% per 60 points. (30 if not main/sub stat) (Cap of 10%)
  • Increases resistance to Dispel and Instant-Death ailments by 1% per 25 points (12.5 if not main/sub stat)(Caps at 75%)

Since main and sub stat raises dmg equally, most players will choose to be one or the other and maybe might try to boost non main stats for a unique build. Like a Luk Mage for avoid and buff bonus. or an Int Mage with modest STR for early bossing. Dex Warriors can be made for better DPS due to crit rate, or STR for a true tank.

Thieves might go Dex for the crit rate and possibly INT, since during bosses magic attacks are more likely to hit them if they're ranged. While going for both main stats is going to be the best for damage, they'll have an easier time getting non damage benefits from non main stats. so its its own unique balance.

Equipment idea inspired by HurryCaneX's : Average requirements on equipment changed to be both sub/main stat = level, to prevent total lack of damage ability.

Anything needs to be nerfed/buffed before being approved by you guys?
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#2
I like the idea of more interesting stat bonuses like you'd see in other games, but I don't really agree with any of the ones you designed. The defense system is already designed to reduce damage by a %. I do think HP/MP should be passively recovered at a % rate, but your idea means someone with near 3000 str would fully recover their HP every 10 seconds. Overall most of the things you suggested just scale really badly and do way too much for higher levels.
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#3
I would make LUK increase Critical Rate, and DEX increase Critical Min. Damage. Critical hit improving skills would have to be weakened(mainly those of thieves/archers).

Would STR be a sub stat or not for Bandits?

Additional idea: no more level requirement on items that already require stats. Of course items that currently have a higher level requirement and little to none stat requirements would keep it. Also, now more fame requirement.
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#4
Dusk Wrote:I like the idea of more interesting stat bonuses like you'd see in other games, but I don't really agree with any of the ones you designed. The defense system is already designed to reduce damage by a %. I do think HP/MP should be passively recovered at a % rate, but your idea means someone with near 3000 str would fully recover their HP every 10 seconds. Overall most of the things you suggested just scale really badly and do way too much for higher levels.

if 3000 STR is possible then the potential system is really horrible and out of hand...

Though taking the brokeness of potential into consideration I'll amend the defense change to be a bit lower now and get rid of the defense stat % buff. I'll also lower the cap on the crit rate benefit to 10%... 55% isn't too much for sins/thieves is it?

I'll also raise some of the requirements more, namely the crit damage ones.

HurrycaneX Wrote:I would make LUK increase Critical Rate, and DEX increase Critical Min. Damage. Critical hit improving skills would have to be weakened(mainly those of thieves/archers).

Would STR be a sub stat or not for Bandits?

Additional idea: no more level requirement on items that already require stats. Of course items that currently have a higher level requirement and little to none stat requirements would keep it. Also, now more fame requirement.

Hmm, my reasoning was that hitting a weak point was more a art of skill than luck, and that being lucky would make sure the damage done was intense, but yeah i am more used to LUK relating to Crit rate usually in RPGs!

Good question for the bandits... maybe DEX LUK and STR could all be equal damage stats when a STR dagger is equipped, but to compensate they could have a lower multiplier, STR daggers having higher base attack would make up for that loss i'd imagine anyway. But as far as calculating all the other boosts the class' main stats would be still DEX and LUK only.

I would like for stat requirements to go bye bye personally, or just change to something like both sub and main stat = level like how pirates do for their armor. no level requirement would be kinda rough on things like CPQ. just having good base stats is a hefty enough advantage in competitve PQs.
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#5
Strength daggers have two more base attack compared to luck daggers, so. Dex should also give the least bonuses (both in number of bonuses and their amounts) since it's really the most common stat in the game.
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#6
Seanny Wrote:if 3000 STR is possible then the potential system is really horrible and out of hand...


It is possible i already have 2500 DEX or so on lvl 187 and MW30 (same goes for STR) and im not done finishing my gear.
So in the End it should be possible when u have enough fundings. Btw its even easier for warrior to get that amount of STR.
They can wear Shields/Tops/bottoms = more potential bonuses possible.
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#7
Other way to make this work: Take away the % boosts on STR/DEX/INT/LUK and just change them to the classical boosts. This would reduce the insane amount of damage people can do, while keeping the boosts fair.
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#8
MagicsBISH Wrote:It is possible i already have 2500 DEX or so on lvl 187 and MW30 (same goes for STR) and im not done finishing my gear.
So in the End it should be possible when u have enough fundings. Btw its even easier for warrior to get that amount of STR.
They can wear Shields/Tops/bottoms = more potential bonuses possible.

Hollly cow... the most i had seen in recent vids was a bit below 2k or so. I'll look over the bonuses for equipment again.

HurrycaneX Wrote:Other way to make this work: Take away the % boosts on STR/DEX/INT/LUK and just change them to the classical boosts. This would reduce the insane amount of damage people can do, while keeping the boosts fair.

It would. But then I'd expect the amount of people rejecting my idea to skyrocket. I'll just have to put caps on just about all the benefits: most non capped ones were made assuming 1.7k-2k or so of one stat was possible at most. It's probably better that way, damage is benefit enough over other players once players break 1.5k of a main/sub stat
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