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New patch weapon stat changes dsoma

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We are looking for a percentage to increase stat requirements for dsoma to space out their weapons a bit further. Currently we're toying with 20% to keep them more in line with skill in the new update. Two questions:

1) What do you think of the figures at:

New stat reqs

2) Do you think armour should be effected by this change? if so make a suggestion on the amount.
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[quote="ISYLVER"]We are looking for a percentage to increase stat requirements for dsoma to space out their weapons a bit further. Currently we're toying with 20% to keep them more in line with skill in the new update. Two questions: 1) What do you think of the figures at: [url=https://docs.google.com/document/d/1h0zlna5rlXO3WulrkofwgiKGfh58H_2GnekHvJcp1Rc/edit?usp=sharing]New stat reqs [/url] 2) Do you think armour should be effected by this change? if so make a suggestion on the amount. [/quote]
I like the idea tbh but i think you should up df and attack where the gaps bigger epic sup easy to come by 0-1 less then rare invil on a good pice , same with some weps tbh
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[quote="COBRA_KAI"]I like the idea tbh but i think you should up df and attack where the gaps bigger epic sup easy to come by 0-1 less then rare invil on a good pice , same with some weps tbh [/quote]
Well at mo folk hit final armour around lvl 60 for axers...
Probably afford to increase that but depends on mobs, if moving on from EB cuz of a % block or whatever then KL need all the DF you can get and then some (not to mention KL still need more of a % boost, along with hogs and apai)

Prob slightly less than 20% - think 120 str is enough for invul, but it would have to drop too.
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[quote="THEHOOD"]Well at mo folk hit final armour around lvl 60 for axers... Probably afford to increase that but depends on mobs, if moving on from EB cuz of a % block or whatever then KL need all the DF you can get and then some (not to mention KL still need more of a % boost, along with hogs and apai) Prob slightly less than 20% - think 120 str is enough for invul, but it would have to drop too.[/quote]
Is there much point in changing this 3 years in?
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[quote="ACAELUS"]Is there much point in changing this 3 years in?[/quote]
Thought process for updates should be the following

Is it broken / does it need fixing?
Will it bring players back?
Are people leaving because of it?

The answer to that for this is no to all 3. Honestly think whatever time would be spent on this, is better for you guys to invest elsewhere in the game.
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[quote="OPENTHEDOOR"]Thought process for updates should be the following Is it broken / does it need fixing? Will it bring players back? Are people leaving because of it? The answer to that for this is no to all 3. Honestly think whatever time would be spent on this, is better for you guys to invest elsewhere in the game. [/quote]
We're changing it because:

Now dsoma users have complete control of their stats they will likely hit these weapons sooner, yet not have enough skill to use them . Meaning a need to space them out further. The query for this takes 5 minutes to write and will improve longevity of game play for newer users.

In terms of RVR the reason why dsoma havent had any new weapons yet is the massive jump early ingame in great attack this should go some way to rectify it. Not to mention that this also means that it stops users levelling too quickly in the new update. So win win all round.

But thanks for the feedback. Hugs all round.





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[quote="ISYLVER"][b]We're changing it because:[/b] Now dsoma users have complete control of their stats they will likely hit these weapons sooner, yet not have enough skill to use them . Meaning a need to space them out further. The query for this takes 5 minutes to write and will improve longevity of game play for newer users. In terms of RVR the reason why dsoma havent had any new weapons yet is the massive jump early ingame in great attack this should go some way to rectify it. Not to mention that this also means that it stops users levelling too quickly in the new update. So win win all round. But thanks for the feedback. Hugs all round. [img]http://i.imgur.com/dCXH4a2.png[/img] [/quote]
1)
Changing weop requirements imo is very complicated and not something where a flat % change will work. I've re-wrote this a number of time to try and explain it fully but ill just bullet point them and see if anything shakes loose with anyone else.

I see the spreadsheet looks at the primary stat in isolation and not in conjunction with skill. Imo this is an issue in particular with staff and why there is a 55 and 56 skill weop. It is so strange, its not like other weops where there are the 1H and 2H weop speeds to take into consideration. also at least where this is concerned there is no availability issue either if you get it crafted.

While leveling, i found that i wasn't always able to get a weapon appropriate for my skill/level/dex through either the questing or the mobs i was hunting. It dropped off at some point somewhere between 33~55 skill weop.

The big time where this repeated itself is now where im fighting ebs and getting top tier weops but they dont drop 93 skill weops. Before ebs obviously was abs, which also dont drop 93 skill weops

Weops after a certain point seem to have a massive att variance, its not enough that you have untag+ but the variance within each tag is so large that when it comes time to move on you need to find at least the same tag for the weop above and even then you are not guaranteed to an upgrade. it would be one thing if the availability to get the weops was such that you just gave it another hunt or two and you could be started on your way to a better weop but i see often enough from other players that the ability to get a half decent top tier weop is a real struggle.

i honestly think avilability of weop at the right stage of leveling is a larger issue than the requirements to use them and that's saying something as i feel the 55~61~67 skill does not prepare the player for that sick leap where they need 93. Weop progression does not need to be a rock face, there's nothing wrong with maintaining a steady consistent progression.

2)

i think with armour availability is also an issue. with the progression mobs as they are you maybe get you dread from abs, then unless you really sink your time you dont get vanad and then sup is a fair hall to get though im not overly bothered as much as the same skin for so long... and please if we are going to have to look at the same skin can we at least get a helm after devil to complete the set, after the same str humans have at least 3 more sets to make things more interesting but for devs its just not...
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[quote="TYPHIN"]1) Changing weop requirements imo is very complicated and not something where a flat % change will work. I've re-wrote this a number of time to try and explain it fully but ill just bullet point them and see if anything shakes loose with anyone else. I see the spreadsheet looks at the primary stat in isolation and not in conjunction with skill. Imo this is an issue in particular with staff and why there is a 55 and 56 skill weop. It is so strange, its not like other weops where there are the 1H and 2H weop speeds to take into consideration. also at least where this is concerned there is no availability issue either if you get it crafted. While leveling, i found that i wasn't always able to get a weapon appropriate for my skill/level/dex through either the questing or the mobs i was hunting. It dropped off at some point somewhere between 33~55 skill weop. The big time where this repeated itself is now where im fighting ebs and getting top tier weops but they dont drop 93 skill weops. Before ebs obviously was abs, which also dont drop 93 skill weops Weops after a certain point seem to have a massive att variance, its not enough that you have untag+ but the variance within each tag is so large that when it comes time to move on you need to find at least the same tag for the weop above and even then you are not guaranteed to an upgrade. it would be one thing if the availability to get the weops was such that you just gave it another hunt or two and you could be started on your way to a better weop but i see often enough from other players that the ability to get a half decent top tier weop is a real struggle. i honestly think avilability of weop at the right stage of leveling is a larger issue than the requirements to use them and that's saying something as i feel the 55~61~67 skill does not prepare the player for that sick leap where they need 93. Weop progression does not need to be a rock face, there's nothing wrong with maintaining a steady consistent progression. 2) i think with armour availability is also an issue. with the progression mobs as they are you maybe get you dread from abs, then unless you really sink your time you dont get vanad and then sup is a fair hall to get though im not overly bothered as much as the same skin for so long... and please if we are going to have to look at the same skin can we at least get a helm after devil to complete the set, after the same str humans have at least 3 more sets to make things more interesting but for devs its just not...[/quote]
Seems reasonable, was going to say the skill in sync issue but you explained that, maybe add in other requirements while you're at it to make people spread the allocation?
Armour requirements very much as hood said, it could be upped but would need to look into what drop the armours and the defence needed for each mob to hunt, though when the 50/30 difference isn't involved that may be avoided
Though if looking at both can you look at the attack/defence of them, as said above, I use epic sup in parts because it's better defence than my rare invul, and with the requirement gap growing that seems ridiculous
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[quote="DEIMOS"]Seems reasonable, was going to say the skill in sync issue but you explained that, maybe add in other requirements while you're at it to make people spread the allocation? Armour requirements very much as hood said, it could be upped but would need to look into what drop the armours and the defence needed for each mob to hunt, though when the 50/30 difference isn't involved that may be avoided Though if looking at both can you look at the attack/defence of them, as said above, I use epic sup in parts because it's better defence than my rare invul, and with the requirement gap growing that seems ridiculous [/quote]
I know it might be more work..

Couldnt skill be increased as its been alot slower since the mobs xp was tweaked.

With dsoma there is no break in levelling where you can switch mobs or do int, one of the worst parts of levelling a devil is the 35ish levels at EB,

And maybe a new armour and set of weapons for around 160str?

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[quote="EVIL_JR"]I know it might be more work.. Couldnt skill be increased as its been alot slower since the mobs xp was tweaked. With dsoma there is no break in levelling where you can switch mobs or do int, one of the worst parts of levelling a devil is the 35ish levels at EB, And maybe a new armour and set of weapons for around 160str? [/quote]
"TYPHIN"
i see often enough from other players that the ability to get a half decent top tier weop is a real struggle.

i honestly think avilability of weop at the right stage of leveling is a larger issue than the requirements to use them


IF u can get a decent weap and its not ur class at this point the only thing u can do is restart as the chance of getting 1 is to low...
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[quote="KEKKET"][quote="TYPHIN"] i see often enough from other players that the ability to get a half decent top tier weop is a real struggle. i honestly think avilability of weop at the right stage of leveling is a larger issue than the requirements to use them [/quote] IF u can get a decent weap and its not ur class at this point the only thing u can do is restart as the chance of getting 1 is to low...[/quote]
"ISYLVER"We are looking for a percentage to increase stat requirements for dsoma to space out their weapons a bit further. Currently we're toying with 20% to keep them more in line with skill in the new update. Two questions:

1) What do you think of the figures at:

New stat reqs

2) Do you think armour should be effected by this change? if so make a suggestion on the amount.


i would put grim bow 110dex and xbow 120 with your changes the diff in dex is still minimal

Malefic bow at 100dex and xbow 110dex
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[quote="MANTICORE"][quote="ISYLVER"]We are looking for a percentage to increase stat requirements for dsoma to space out their weapons a bit further. Currently we're toying with 20% to keep them more in line with skill in the new update. Two questions: 1) What do you think of the figures at: [url=https://docs.google.com/document/d/1h0zlna5rlXO3WulrkofwgiKGfh58H_2GnekHvJcp1Rc/edit?usp=sharing]New stat reqs [/url] 2) Do you think armour should be effected by this change? if so make a suggestion on the amount. [/quote] i would put grim bow 110dex and xbow 120 with your changes the diff in dex is still minimal Malefic bow at 100dex and xbow 110dex[/quote]
Just so aware we are no longer just going to do a straight percentage increase on the requirements. Going to look at and adjust them separately.

NPC item drops and quest rewards will be looked at and changed to be more appropriate for the level.

Equipment item stats will be looked so that higher requirement tagged items are better than lower requirement items. Might be something like Epic of previous equipment matches untagged of the next and Intense will overlap with Hardened. But basically we need to space out the item stats better so that tagged items fit in the gap.
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[quote="FINITO"]Just so aware we are no longer just going to do a straight percentage increase on the requirements. Going to look at and adjust them separately. NPC item drops and quest rewards will be looked at and changed to be more appropriate for the level. Equipment item stats will be looked so that higher requirement tagged items are better than lower requirement items. Might be something like Epic of previous equipment matches untagged of the next and Intense will overlap with Hardened. But basically we need to space out the item stats better so that tagged items fit in the gap.[/quote]
Will the items currently ingame get tweaked 2?
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[quote="KEKKET"]Will the items currently ingame get tweaked 2?[/quote]
"KEKKET"Will the items currently ingame get tweaked 2?


Yes, they will be changed if they need to be changed.
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[quote="FINITO"][quote="KEKKET"]Will the items currently ingame get tweaked 2?[/quote] Yes, they will be changed if they need to be changed.[/quote]
ah ok thats nice
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[quote="MANTICORE"]ah ok thats nice [/quote]

 

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