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Dsoma cap raise

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Suggestions for cap raise...

Solution 1..

Implement a dex cap raise and carry on gaining stats as pre lv100

Problems -

Axe would carry on gaining 7+ str a level with bow gaining 5+ a level, therefore dex class damage stays at minimum to str based chars.

Unless there wasnt a dex stat slowdown at 200, archer would hit it first and by time they have gained to 220dex axe would be catching up alot quicker therefore would have alot higher hit rate with the problem above^^

To keep up with the str difference each level we would be back to punching for 1000's of hours again.


Solution 2

Set gains for all class's.. Example 6 str 3 int 3 con 1 cha 0 dex


Problems:

You know your stats per each level.

Your char is dependant on how you have levelled 0-100



Any more siggestions or problems i can add to this post?
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[quote="EVIL_JR"]Suggestions for cap raise... Solution 1.. Implement a dex cap raise and carry on gaining stats as pre lv100 Problems - Axe would carry on gaining 7+ str a level with bow gaining 5+ a level, therefore dex class damage stays at minimum to str based chars. Unless there wasnt a dex stat slowdown at 200, archer would hit it first and by time they have gained to 220dex axe would be catching up alot quicker therefore would have alot higher hit rate with the problem above^^ To keep up with the str difference each level we would be back to punching for 1000's of hours again. Solution 2 Set gains for all class's.. Example 6 str 3 int 3 con 1 cha 0 dex Problems: You know your stats per each level. Your char is dependant on how you have levelled 0-100 Any more siggestions or problems i can add to this post?[/quote]
the problem with your solution 1 is the following :

you're not allowing for potential stat slowdowns on str.

could easily add in a 300 str super slow. currently an axer receives 9.2+ str on the 99-100 level. no axer has come close to 300 str. Ignite / knowone currently have the highest sitting around 296/7 i believe with the likes of gene kek etc a fair bit lower. looking at stat comparisons it would appear deimos is on track to become the highest str axer in game and this will still fall short of 300.

make str xp after 300 take 3x more. this will bring axer gains back to under 4 per level.

make new dex cap 220.

you've now got levels where all other classes gain more str than axers, including archers.

make 220 dex offhand weapon that give archer +70-70 dmg (20%)
make 210 dex offhand weapon that gives knux +55-55 dmg (20%)
make 310 str offhand weap that gives axer 10-10% acc (33%) this will help offset dodge.
make 300 str offhand weap that gives spear 10-10% acc (33%) as above
make 265 str offhand weap that replaces shield for sword with +50-50 def. 5th sword is op enuff give them def.
make 250 int offhand weap that gives 25% passive eva for mages. mages rek but get rekt. 25% eva will help.

all above values can be tweaked naturally as theyre completely theoretical and perhaps unbalanced. adding in a capped stat character locked item dependant on stats will be the easiest way to solve capped dsoma char disparities. no idea why it has not been done sooner.

making it rely on core stat will also deter people like archers punching the shit out of their char to completely unbalance the intended class stats. the new breed of pure punchers bores me.

if you base a character on 0-100 gain characters like 187 and slayer lose out on stats because new mobs added after they were capped/basically capped.
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[quote="RECLAIM"]the problem with your solution 1 is the following : you're not allowing for potential stat slowdowns on str. could easily add in a 300 str super slow. currently an axer receives 9.2+ str on the 99-100 level. no axer has come close to 300 str. Ignite / knowone currently have the highest sitting around 296/7 i believe with the likes of gene kek etc a fair bit lower. looking at stat comparisons it would appear deimos is on track to become the highest str axer in game and this will still fall short of 300. make str xp after 300 take 3x more. this will bring axer gains back to under 4 per level. make new dex cap 220. you've now got levels where all other classes gain more str than axers, including archers. make 220 dex offhand weapon that give archer +70-70 dmg (20%) make 210 dex offhand weapon that gives knux +55-55 dmg (20%) make 310 str offhand weap that gives axer 10-10% acc (33%) this will help offset dodge. make 300 str offhand weap that gives spear 10-10% acc (33%) as above make 265 str offhand weap that replaces shield for sword with +50-50 def. 5th sword is op enuff give them def. make 250 int offhand weap that gives 25% passive eva for mages. mages rek but get rekt. 25% eva will help. all above values can be tweaked naturally as theyre completely theoretical and perhaps unbalanced. adding in a capped stat character locked item dependant on stats will be the easiest way to solve capped dsoma char disparities. no idea why it has not been done sooner. making it rely on core stat will also deter people like archers punching the shit out of their char to completely unbalance the intended class stats. the new breed of pure punchers bores me. if you base a character on 0-100 gain characters like 187 and slayer lose out on stats because new mobs added after they were capped/basically capped.[/quote]
"RECLAIM"the problem with your solution 1 is the following :

you're not allowing for potential stat slowdowns on str.

could easily add in a 300 str super slow. currently an axer receives 9.2+ str on the 99-100 level. no axer has come close to 300 str. Ignite / knowone currently have the highest sitting around 296/7 i believe with the likes of gene kek etc a fair bit lower. looking at stat comparisons it would appear deimos is on track to become the highest str axer in game and this will still fall short of 300.

make str xp after 300 take 3x more. this will bring axer gains back to under 4 per level.

make new dex cap 220.

you've now got levels where all other classes gain more str than axers, including archers.

make 220 dex offhand weapon that give archer +70-70 dmg (20%)
make 210 dex offhand weapon that gives knux +55-55 dmg (20%)
make 310 str offhand weap that gives axer 10-10% acc (33%) this will help offset dodge.
make 300 str offhand weap that gives spear 10-10% acc (33%) as above
make 265 str offhand weap that replaces shield for sword with +50-50 def. 5th sword is op enuff give them def.
make 250 int offhand weap that gives 25% passive eva for mages. mages rek but get rekt. 25% eva will help.

all above values can be tweaked naturally as theyre completely theoretical and perhaps unbalanced. adding in a capped stat character locked item dependant on stats will be the easiest way to solve capped dsoma char disparities. no idea why it has not been done sooner.

making it rely on core stat will also deter people like archers punching the shit out of their char to completely unbalance the intended class stats. the new breed of pure punchers bores me.

if you base a character on 0-100 gain characters like 187 and slayer lose out on stats because new mobs added after they were capped/basically capped.


Good idea,

I still think most archers would still punch a large amount (maybe other classes to) and just wait till later on to get the 220 dex! maybe make the dex cap even higher? or use a combo of your idea and Jrs idea, to prevent anyone bothering to punch after lvl 100 but also enable them to gain stats towards the targets you have listed.

I.e. a fixed gain of 4 str, 4 con, 2 int, 2 dex or whatever (maybe different for each class), but raise dex cap and implement the things you mention.

P.s. you forgot poor ryu and his 190 str.

Edit, I think extra INT slow downs at various points for MELEE chars would also help and be easy to implement? I.e. 3x exp needed for int gain after 150 int 5x after 175 etc.
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[quote="SLAYER"][quote="RECLAIM"]the problem with your solution 1 is the following : you're not allowing for potential stat slowdowns on str. could easily add in a 300 str super slow. currently an axer receives 9.2+ str on the 99-100 level. no axer has come close to 300 str. Ignite / knowone currently have the highest sitting around 296/7 i believe with the likes of gene kek etc a fair bit lower. looking at stat comparisons it would appear deimos is on track to become the highest str axer in game and this will still fall short of 300. make str xp after 300 take 3x more. this will bring axer gains back to under 4 per level. make new dex cap 220. you've now got levels where all other classes gain more str than axers, including archers. make 220 dex offhand weapon that give archer +70-70 dmg (20%) make 210 dex offhand weapon that gives knux +55-55 dmg (20%) make 310 str offhand weap that gives axer 10-10% acc (33%) this will help offset dodge. make 300 str offhand weap that gives spear 10-10% acc (33%) as above make 265 str offhand weap that replaces shield for sword with +50-50 def. 5th sword is op enuff give them def. make 250 int offhand weap that gives 25% passive eva for mages. mages rek but get rekt. 25% eva will help. all above values can be tweaked naturally as theyre completely theoretical and perhaps unbalanced. adding in a capped stat character locked item dependant on stats will be the easiest way to solve capped dsoma char disparities. no idea why it has not been done sooner. making it rely on core stat will also deter people like archers punching the shit out of their char to completely unbalance the intended class stats. the new breed of pure punchers bores me. if you base a character on 0-100 gain characters like 187 and slayer lose out on stats because new mobs added after they were capped/basically capped.[/quote] Good idea, I still think most archers would still punch a large amount (maybe other classes to) and just wait till later on to get the 220 dex! maybe make the dex cap even higher? or use a combo of your idea and Jrs idea, to prevent anyone bothering to punch after lvl 100 but also enable them to gain stats towards the targets you have listed. I.e. a fixed gain of 4 str, 4 con, 2 int, 2 dex or whatever (maybe different for each class), but raise dex cap and implement the things you mention. P.s. you forgot poor ryu and his 190 str. Edit, I think extra INT slow downs at various points for MELEE chars would also help and be easy to implement? I.e. 3x exp needed for int gain after 150 int 5x after 175 etc.[/quote]
Problem is everyone would always want the solution that bends to their will the most so getting the best idea would be awkward. Tbh to me just make 100+ uncapped, same stats as you'd gain with your weapon at hog/apai apply to every mob, no punching, x5 slower leveling/stats, so if you got 10 str for 10 hours before it'd be 2 str for 50 hours, so atleast if there is a level cap increased it'd mean less of a power creep for those who slog past it. Being able to hunt anywhere would be a breath of fresh air rather than being stuck at the same mob to eternity. But i'm sure the GM's will work something out when the times comes.
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[quote="LAZARUS"]Problem is everyone would always want the solution that bends to their will the most so getting the best idea would be awkward. Tbh to me just make 100+ uncapped, same stats as you'd gain with your weapon at hog/apai apply to every mob, no punching, x5 slower leveling/stats, so if you got 10 str for 10 hours before it'd be 2 str for 50 hours, so atleast if there is a level cap increased it'd mean less of a power creep for those who slog past it. Being able to hunt anywhere would be a breath of fresh air rather than being stuck at the same mob to eternity. But i'm sure the GM's will work something out when the times comes.[/quote]
Only problem I see with Lazarus idea is it suits mages highly, sitting at egf not moving and spamming mass attack spells hitting 5/6mobs a cast.

Only way I see it working is give every 5 more normal levelling to chisel out there builds, give the ones that didn't do int a chance, or a npc that can restart capped devil % back to 0 and have that as the final deciding level, then set rates.

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[quote="BALLER"]Only problem I see with Lazarus idea is it suits mages highly, sitting at egf not moving and spamming mass attack spells hitting 5/6mobs a cast. Only way I see it working is give every 5 more normal levelling to chisel out there builds, give the ones that didn't do int a chance, or a npc that can restart capped devil % back to 0 and have that as the final deciding level, then set rates. [/quote]
Tis why you add a new map so lower level mobs don't get overcrowded and such. Hell, you could keep level capped at 100 and add multiple repeatable quests that grant x reward and 1 stat point of your choice, once completeled the amount required is increased by 10%. Anything can work which is why it's best left up to the GMs insteada everyone bickerin and banterin.
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[quote="ASCALON"]Tis why you add a new map so lower level mobs don't get overcrowded and such. Hell, you could keep level capped at 100 and add multiple repeatable quests that grant x reward and 1 stat point of your choice, once completeled the amount required is increased by 10%. Anything can work which is why it's best left up to the GMs insteada everyone bickerin and banterin.[/quote]
"RECLAIM....


I quite like these ideas. Though I wouldn't cap dex. I'd aim the caps based on lvl rather than based on stats.

We've talked a little about this recently. But of course it'll take a while to figure out what the best approach is.
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[quote="GHOSTLORD"][quote="RECLAIM]....[/quote] I quite like these ideas. Though I wouldn't cap dex. I'd aim the caps based on lvl rather than based on stats. We've talked a little about this recently. But of course it'll take a while to figure out what the best approach is. [/quote]
Surely if the community comes up with some half decent ideas it will help the GM's come up with a decent solution, and hopefully speed things up a bit as they have limited time to spend on it due to other commitments.
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[quote="CYROX"]Surely if the community comes up with some half decent ideas it will help the GM's come up with a decent solution, and hopefully speed things up a bit as they have limited time to spend on it due to other commitments.[/quote]
I like ascarons idea, maybe implement 5/6 new mobs, new map,
Both races hunt there respective monsters. Or pvp if wanted.
With stat choice of str/int/dex

Say 1000 gives 1 on a easier mob then 1100 etc.. for 1 stat too

Then add harder monsters

And 1000 equals 2 stat points but is a fair bit more difficult to achieve.

Gives a leveling system that way too. Like wbm>hogs>Api

This could be implemented across both races.
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[quote="SH1VS"]I like ascarons idea, maybe implement 5/6 new mobs, new map, Both races hunt there respective monsters. Or pvp if wanted. With stat choice of str/int/dex Say 1000 gives 1 on a easier mob then 1100 etc.. for 1 stat too Then add harder monsters And 1000 equals 2 stat points but is a fair bit more difficult to achieve. Gives a leveling system that way too. Like wbm>hogs>Api This could be implemented across both races.[/quote]
"GHOSTLORD"
"RECLAIM....


I quite like these ideas. Though I wouldn't cap dex. I'd aim the caps based on lvl rather than based on stats.

We've talked a little about this recently. But of course it'll take a while to figure out what the best approach is.


Any plans around punching?
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[quote="TYPHIN"][quote="GHOSTLORD"][quote="RECLAIM]....[/quote] I quite like these ideas. Though I wouldn't cap dex. I'd aim the caps based on lvl rather than based on stats. We've talked a little about this recently. But of course it'll take a while to figure out what the best approach is. [/quote] Any plans around punching? [/quote]
Punching should not change.

It is too far into server life span to even think about altering it.

Like slayer said, soft cap on melee chars int at 160 probably be a fair way to prevent over punching. Would mean failz and intheface and ascalon would have stats no one else can ever replicate tho.

Punch mages neeeeed the str and should be a reward for effort put in.

Remember this is soma not world of Warcraft, people getting too used to easy levelling and forgetting roots of the game, but the easy levelling is what actually bottle necked the server enjoyment. Take away time investments and you take away more game variance.

People need to stop banging on about punching.

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[quote="RECLAIM"]Punching should not change. It is too far into server life span to even think about altering it. Like slayer said, soft cap on melee chars int at 160 probably be a fair way to prevent over punching. Would mean failz and intheface and ascalon would have stats no one else can ever replicate tho. Punch mages neeeeed the str and should be a reward for effort put in. Remember this is soma not world of Warcraft, people getting too used to easy levelling and forgetting roots of the game, but the easy levelling is what actually bottle necked the server enjoyment. Take away time investments and you take away more game variance. People need to stop banging on about punching. [/quote]
i got no idea bout d-soma. My only comment is , whoever came up with the levelling system ..must have been on some seriously expensive drugs.. or a total headbanger
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[quote="LUPISCUS"]i got no idea bout d-soma. My only comment is , whoever came up with the levelling system ..must have been on some seriously expensive drugs.. or a total headbanger[/quote]
Personally think I'm done with dsoma but I do hope staff manage to work something out and keep those that are still playing interested, maybe even pull a few old players back.
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[quote="NUCLEAR"]Personally think I'm done with dsoma but I do hope staff manage to work something out and keep those that are still playing interested, maybe even pull a few old players back. [/quote]
Assuming most devs have a human character, and kno how h-soma works....and d-soma is as dead as some comments here are making out.
Why not........ come up with a mathematical equation... dish out the stats to devs in relation to the human stats..max / mins of str/dex/int ..ie... make them as close as possible to their human equivalents..
And just make d-soma work like h-soma ..That way no silly working out of 2 methods to further the game.
Sounds a mathematical problem... but something '' near enough'' could proly work.Make d-soma more understandable for new players/ existing human players.. keeps everything simple for future upgrades .... kinda thing
Something a bit more understandable and logical might make a few more ppl make dev characters

If theres only half a dozen d-soma players .. u aint gona upset too many ppl
And, a simplification might make d-soma a busier place
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[quote="LUPISCUS"]Assuming most devs have a human character, and kno how h-soma works....and d-soma is as dead as some comments here are making out. Why not........ come up with a mathematical equation... dish out the stats to devs in relation to the human stats..max / mins of str/dex/int ..ie... make them as close as possible to their human equivalents.. And just make d-soma work like h-soma ..That way no silly working out of 2 methods to further the game. Sounds a mathematical problem... but something '' near enough'' could proly work.Make d-soma more understandable for new players/ existing human players.. keeps everything simple for future upgrades .... kinda thing Something a bit more understandable and logical might make a few more ppl make dev characters If theres only half a dozen d-soma players .. u aint gona upset too many ppl And, a simplification might make d-soma a busier place[/quote]
wow lupi ur lack of appreciation for dsoma is just amazing.

as much as you like hsoma and how it works its the same with devils.

devils had the cold shoulder for a long enough time while hsoma got preference.

That was to change once the needed issues were addressed and both were to move ahead together.

i for one dont think dsoma should get dumped on just cause of population ratio.

i'd actualy like dsoma to have its few remaining significant obstacles addressed appropriately cause i can appreciate the difference between it and hsoma and aside from the punching bs i'd play dsoma
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[quote="TYPHIN"]wow lupi ur lack of appreciation for dsoma is just amazing. as much as you like hsoma and how it works its the same with devils. devils had the cold shoulder for a long enough time while hsoma got preference. That was to change once the needed issues were addressed and both were to move ahead together. i for one dont think dsoma should get dumped on just cause of population ratio. i'd actualy like dsoma to have its few remaining significant obstacles addressed appropriately cause i can appreciate the difference between it and hsoma and aside from the punching bs i'd play dsoma [/quote]

 

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