Posted by Ton on 04/24
I think Wuss mentioned this in a previod append at some point, about raisi
ng the maximum allowable stat total. Been thinking about this a little
bit in the past, and again now. Seems to me that if the number of slots
were to stay the same, and the maximum net 5 rule was still applied, this
couldn't be too difficult an idea to imp. (now how the code would handle
it, I have no idea. Just food for thought) Suppose the new effective max
of a stat was 120, 150 or 200 even. With the 349 max stat points rule
still applying, I can't see this been terribly unbalancing, unless I have
overlooked something.
This would add a huge amount of character depth too. Since getting a 200
stat would be equivelant to having 3 100 stats in gear, it also wouldn't
be too common. (3 100 stats require approximately +50 +50 +50 stat points
in gear, where as a 200 stat would require approximately +130-150 in
gear) Maybe you wouldn't see too many people running around with 200 in
stats, but it might be nice to have 110 con, or 110 mind, etc. I am
not sure how the current code would handle this. (again)
Whatever you think when you read this, don't think that we need more slots
or better than net 5 eq, because that's not the point here. (nor do I feel
either of those are necessary) But allowing some more flexibility wouldn't
hunt, ESPECIALLY with this random seed in eq stats coming about.
Ton
From: Jean
Friday, April 23, 05:37PM
well, for the sake of realism, why not 5 ring slots per hand, he he :-)?
(yeah, i know, it'd unbalance the mud and all i guess- but hey, if stats
can go up, why a few extra realistic slots would hurt i don't know-
besides, it'd "balance" out the woes of having to rent a canoe or
us a skinning knife, chuckle :-p.
From: Wuss
Friday, April 23, 05:43PM
The primary reason I wanted 100+ stats was to make it possible for
the 'same' str/con chars to be able to have an edge over another -- one
might have 110 con while the other has 110 str, etc. And it would
be, at least for me, quite interesting to see a 200 con char with heaps
of +hp gear -- good luck healing, but still :p
Right now, it's quite frustrating when the only non-tumbleable skills
are elbow, kick, and warcry (i'm totally ignoring snipers, but hey).
Just doing simple math, against a con mage, unless you get lucky and
land your skills (let's say, although we know it to be very far from
the truth, that landing a wfw is only as good as landing a bash or
a headbutt) or totally outheal the mage, you better be hoping that
your elbow, kick and warcry does more damage than their immolate.
(oh wait, elbow, kick and warcry can miss... immolate won't)
It's really simple math. The only way a fighter char beats out
on a mage is ... luck and exceptional healing prowess. As much as
I don't mind running around the mud for healing, trying to flatten
out the luck curve, but when all the healing on the mud equates
to negating 1.5 wfw's at best... well.
If I could, however, pay ton of spirit to gain enough of a con advantage
to land my headbutts (geez, then again, even then they'd be tumbled,
and even then they will only daze for 1.5 rounds each.. doh), things
may be slightly more even.
And as far as mages not doing much damage standing up, that's a myth.
Consulting my logs, the range of damage done is roughly the same when
both are standing up, and in many occasions the fighter does less for
many different reasons...
Wuss
From: Mac
Saturday, April 24, 12:35AM
(Glowing) (Humming) World Peace
the Poet's Ring
the Poet's Ring
the Poet's Ring
the Poet's Ring
the Poet's Ring
the Poet's Ring
the Poet's Ring
the Poet's Ring
the Poet's Ring
the Poet's Ring
a silver pentacle on a leather thong
a silver pentacle on a leather thong
Yeah, that'd work Jean. :P
From: Wuss
Saturday, April 24, 01:28AM
We could try to emulate the african tribe with neck rings... they
have up to 13 of those.
Add Berkeley to the sanfrancisco area, and add nose rings, several
more earrings, nipple rings, you-know-where rings...
Why not add weather check so you lose hps if you are wearing
leather or fur or, heck, anything but cloth in the agrabah
desert?
From: Mac
Saturday, April 24, 02:18AM
Perhaps my example should have been an amethyst ring.
-drool- 10 x 50 hps... anyway, it'll never happen.
From: Ton
Saturday, April 24, 03:05AM
I thought I clearly stated that I wasn't talking about adding more
slots, but anyway, Jean seems to be able to read something other than
what I wrote there.
Thinking about this a little more, and what over 100 stats would
effect. I would say that attacks per round never get higher than what
100 in a stat gives. The only differences would be for strength:
damroll, carrying capacity, bash success, elbow success. For dex:
ac, kick success, choke success, hitroll. For con: Hitpoints, movement,
headbutt success, warcry success. You get the idea. It would be
interesting to see a 200 con character with hp gear, but you'd look
like cartman or something I think. :P Forget doing damage or resisting
it, and more than likely you couldn't get to 200 if you were wearing
no stat, plus hp gear.
Really all the change that needs to be made to put this in, is to allow
stats to 120 or 150. -ponder- On the other hand, maybe no limit at all
would be interesting.
This is just meant for discussion between imms and morts, I am not
lobbying to get it imp'd tomorrow. I just think it is worth some
time discussing. An Imm's opinion (individually or from a staff point of
view, would be nice)
Ton
From: Ronnie
Saturday, April 24, 07:32PM
I think the unlimited stat idea would make this a lot more intresting.
Currently, with the right pick of hometown, stats, etc., you can be the
proverbial jack of all trades, since you get around 340 stat points to
play around with I think, and 60 in most stats gives you most of the
skills that come with that stat. Its easy for people to get a hundred in
one or two of their main character stats and then 80-60 in the rest,
and end up being good at most things and great as everyone else in
one thing.
With stats that could possibly go above 100, though, it would add quite
a bit more to challenge and teamwork to things. Groups of 200 con mega
tanks, 150 spirit poulticers, 250 strength damroll beasts, etc. etc.
would liven things up in non-pk play, and in PK itself, matches would
get a lot more intresting. Sure, putting the lion's share of stat points
into one thing would weaken you in quite a few areas, but you would
have a great big advantage in that one area. I think a mage that
could get a 8 round wfw with 200 mind, but is only able to manage
5 attacks a round with a light weapon would be a intresting trade-off
to a 200 dex fighter that just cant be hit and dodges like all hell.

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