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Dsoma Working Guides

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Have all your conversation regarding dsoma level change here.

Guides are here:


Str Dex Int Wis Con
Sword 240 180 125 125 240
Spear 270 150 110 110 270
Bow 210 210 140 140 210
Axe 290 130 100 100 290
Knux 230 190 130 130 230
Staff 120 150 240 240 160


Note: We are considering 7 points per level + the 50 stat points you get at the start so a total of 743 stat points to spend.

We hope to have a public staging server available soon so you can test out character builds. Also note that con will become defense and wis will become magic defense.

Theoretical Axe Build A
290 str
290 con
130 dex
33 wis
0 int

Theoretical Axe Build B
256 str
257 con
130 dex
100 wis
0 int

both would offer zero damage from proc items.
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[quote="ISYLVER"]Have all your conversation regarding dsoma level change here. Guides are here: Str Dex Int Wis Con Sword 240 180 125 125 240 Spear 270 150 110 110 270 Bow 210 210 140 140 210 Axe 290 130 100 100 290 Knux 230 190 130 130 230 Staff 120 150 240 240 160 Note: We are considering 7 points per level + the 50 stat points you get at the start so a total of 743 stat points to spend. We hope to have a public staging server available soon so you can test out character builds. Also note that con will become defense and wis will become magic defense. [b]Theoretical Axe Build A[/b] 290 str 290 con 130 dex 33 wis 0 int [b]Theoretical Axe Build B[/b] 256 str 257 con 130 dex 100 wis 0 int both would offer zero damage from proc items. [/quote]
Do you see lowering the STR, DEX and CON guides of every class as a viable option so we would get more points to spend on INT/WIS, which will help with RvR balance by bringing our stats more inline with humans?

And say after a bunch of testing we find out Axer is really weak compared to other classes after this change. Would giving all Axers an extra 20 points (arbitrary number here just as an example) to spend be how you would balance that? Or do see it as every class must have 743 points exactly? I'm not sure the latter would work very well, as certain stats (DEX for example) will hold more value over the others (so people with higher DEX guides will be "stronger" in that sense).
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[quote="JARAGOONDOO"]Do you see lowering the STR, DEX and CON guides of every class as a viable option so we would get more points to spend on INT/WIS, which will help with RvR balance by bringing our stats more inline with humans? And say after a bunch of testing we find out Axer is really weak compared to other classes after this change. Would giving all Axers an extra 20 points (arbitrary number here just as an example) to spend be how you would balance that? Or do see it as every class must have 743 points exactly? I'm not sure the latter would work very well, as certain stats (DEX for example) will hold more value over the others (so people with higher DEX guides will be "stronger" in that sense).[/quote]
"JARAGOONDOO"Do you see lowering the STR, DEX and CON guides of every class as a viable option so we would get more points to spend on INT/WIS, which will help with RvR balance by bringing our stats more inline with humans?

And say after a bunch of testing we find out Axer is really weak compared to other classes after this change. Would giving all Axers an extra 20 points (arbitrary number here just as an example) to spend be how you would balance that? Or do see it as every class must have 743 points exactly? I'm not sure the latter would work very well, as certain stats (DEX for example) will hold more value over the others (so people with higher DEX guides will be "stronger" in that sense).


Possibly, we originally had it as an 8 point system, so you're right the guides may need to change somewhat. The beauty of the new system is that we can change it at any time.

Theortically you could also change dex into 2 stats (like str/con etc) for attacking dex and defensive dex.. It'd certainly bring out some unique builds.
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[quote="ISYLVER"][quote="JARAGOONDOO"]Do you see lowering the STR, DEX and CON guides of every class as a viable option so we would get more points to spend on INT/WIS, which will help with RvR balance by bringing our stats more inline with humans? And say after a bunch of testing we find out Axer is really weak compared to other classes after this change. Would giving all Axers an extra 20 points (arbitrary number here just as an example) to spend be how you would balance that? Or do see it as every class must have 743 points exactly? I'm not sure the latter would work very well, as certain stats (DEX for example) will hold more value over the others (so people with higher DEX guides will be "stronger" in that sense).[/quote] Possibly, we originally had it as an 8 point system, so you're right the guides may need to change somewhat. The beauty of the new system is that we can change it at any time. Theortically you could also change dex into 2 stats (like str/con etc) for attacking dex and defensive dex.. It'd certainly bring out some unique builds.[/quote]
Both builds mean u get 2shot by magic in my eyes
By magic in my eye
Think 8 poins would b better bit thts not up to me
Rather c % boosted for mages from fallen trolls

Edit as i have 690 hop ish will get 2shot with 100 wis or 0
Sorry posted drunk
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[quote="KEKKET"]Both builds mean u get 2shot by magic in my eyes By magic in my eye Think 8 poins would b better bit thts not up to me Rather c % boosted for mages from fallen trolls Edit as i have 690 hop ish will get 2shot with 100 wis or 0 Sorry posted drunk[/quote]
"ISYLVER"Theortically you could also change dex into 2 stats (like str/con etc) for attacking dex and defensive dex.. It'd certainly bring out some unique builds.


Yeah, I was thinking something like that. Because currently DEX does two things (hit rate and evasion) whereas STR will only do one thing (Attack). This is why I think DEX is a more valuable stat. Would definitely mix things up a bit.
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[quote="JARAGOONDOO"][quote="ISYLVER"]Theortically you could also change dex into 2 stats (like str/con etc) for attacking dex and defensive dex.. It'd certainly bring out some unique builds.[/quote] Yeah, I was thinking something like that. Because currently DEX does two things (hit rate and evasion) whereas STR will only do one thing (Attack). This is why I think DEX is a more valuable stat. Would definitely mix things up a bit.[/quote]
Won't 0 int mean no mp level for auras? That's never a possible build if so
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[quote="DEIMOS"]Won't 0 int mean no mp level for auras? That's never a possible build if so[/quote]
Problem I see with splitting it is that axe at top end gets hit permanently by everythingeven at 130 dex(pve and same level pvp)
With capped acc/Eva etc there would be not much point in defensive Dex for axe? Also considering most things are min damage, wouldn't that just mean they would have more points to spend on all the others and be unbalanced to those that need everything?
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[quote="DEIMOS"]Problem I see with splitting it is that axe at top end gets hit permanently by everythingeven at 130 dex(pve and same level pvp) With capped acc/Eva etc there would be not much point in defensive Dex for axe? Also considering most things are min damage, wouldn't that just mean they would have more points to spend on all the others and be unbalanced to those that need everything? [/quote]
would say that mages stat caps are far too low for int/wis atleast, should be more inline with the numbers for spear str around 270ish int/260ish wis sounds about right compared to what a current capped mage can reach.

mages are the trickiest of all of the classes to get correct they need far more work than any other class. for example weaken needs an overhaul because for mages since shiro moved to 6 hour spawn timer from 30 mins its near impossible to complete the quest for it unless you have high level friends that are willing to help you get last hit (which in itself is an art). also it needs to be upgradable to atleast lvl 4 human weaken or the range/cast speed needs tweeking.

the staffs need looking at (ma is far too low compared to the melee weapons damage) and maybe a new staff adding after shadows.

since mages rely on getting casts off it would be useful to maybe implement a quest where you can upgrade your spells to say lvl 3/4 for faster cast times to help stop getting completely locked out with just one person attacking you rendering you completely useless.

just a few ideas im pretty sure i can think of more stuff that needs working on ill have a think.
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[quote="DAMASCUS"]would say that mages stat caps are far too low for int/wis atleast, should be more inline with the numbers for spear str around 270ish int/260ish wis sounds about right compared to what a current capped mage can reach. mages are the trickiest of all of the classes to get correct they need far more work than any other class. for example weaken needs an overhaul because for mages since shiro moved to 6 hour spawn timer from 30 mins its near impossible to complete the quest for it unless you have high level friends that are willing to help you get last hit (which in itself is an art). also it needs to be upgradable to atleast lvl 4 human weaken or the range/cast speed needs tweeking. the staffs need looking at (ma is far too low compared to the melee weapons damage) and maybe a new staff adding after shadows. since mages rely on getting casts off it would be useful to maybe implement a quest where you can upgrade your spells to say lvl 3/4 for faster cast times to help stop getting completely locked out with just one person attacking you rendering you completely useless. just a few ideas im pretty sure i can think of more stuff that needs working on ill have a think.[/quote]
Does proc do a 'min damage' like mellee?
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[quote="DEIMOS"]Does proc do a 'min damage' like mellee? [/quote]
"DEIMOS"Won't 0 int mean no mp level for auras? That's never a possible build if so


What if they changed it so auras don't cost MP and just have a cooldown?
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[quote="CCHRONE"][quote="DEIMOS"]Won't 0 int mean no mp level for auras? That's never a possible build if so[/quote] What if they changed it so auras don't cost MP and just have a cooldown?[/quote]
We've not changed it although I can't remember the cap off the top of my head for mp
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[quote="ISYLVER"]We've not changed it although I can't remember the cap off the top of my head for mp[/quote]
u need to consider give mages a serious casting protection cause with that con i dont really see the point on mages damascus idea is good also range 4 when comparing to most hsoma spells they got higher range and most black spells are shared aswell
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[quote="MANTICORE"]u need to consider give mages a serious casting protection cause with that con i dont really see the point on mages damascus idea is good also range 4 when comparing to most hsoma spells they got higher range and most black spells are shared aswell[/quote]
With it all being self allocated now could we get a proper explanation of how Dex works and where it caps the 'eva' % and how that all works please?'
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[quote="DEIMOS"]With it all being self allocated now could we get a proper explanation of how Dex works and where it caps the 'eva' % and how that all works please?' [/quote]
"DAMASCUS"would say that mages stat caps are far too low for int/wis atleast, should be more inline with the numbers for spear str around 270ish int/260ish wis sounds about right compared to what a current capped mage can reach.

mages are the trickiest of all of the classes to get correct they need far more work than any other class. for example weaken needs an overhaul because for mages since shiro moved to 6 hour spawn timer from 30 mins its near impossible to complete the quest for it unless you have high level friends that are willing to help you get last hit (which in itself is an art). also it needs to be upgradable to atleast lvl 4 human weaken or the range/cast speed needs tweeking.

the staffs need looking at (ma is far too low compared to the melee weapons damage) and maybe a new staff adding after shadows.

since mages rely on getting casts off it would be useful to maybe implement a quest where you can upgrade your spells to say lvl 3/4 for faster cast times to help stop getting completely locked out with just one person attacking you rendering you completely useless.

just a few ideas im pretty sure i can think of more stuff that needs working on ill have a think.


+1, getting Weaken is essential for any mage in general (both sides) but it requires more from DSoma. It's also a pain how the weaken we do get is only range 4, and I would totally agree with up gradable spells. Also accounting HSoma`s new cap rise of 200 strength, 200 intelligence and possibly 35 con, 240 int seems quite low (even though it seems like a jump from the other classes).
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[quote="MAYFAIR"][quote="DAMASCUS"]would say that mages stat caps are far too low for int/wis atleast, should be more inline with the numbers for spear str around 270ish int/260ish wis sounds about right compared to what a current capped mage can reach. mages are the trickiest of all of the classes to get correct they need far more work than any other class. for example weaken needs an overhaul because for mages since shiro moved to 6 hour spawn timer from 30 mins its near impossible to complete the quest for it unless you have high level friends that are willing to help you get last hit (which in itself is an art). also it needs to be upgradable to atleast lvl 4 human weaken or the range/cast speed needs tweeking. the staffs need looking at (ma is far too low compared to the melee weapons damage) and maybe a new staff adding after shadows. since mages rely on getting casts off it would be useful to maybe implement a quest where you can upgrade your spells to say lvl 3/4 for faster cast times to help stop getting completely locked out with just one person attacking you rendering you completely useless. just a few ideas im pretty sure i can think of more stuff that needs working on ill have a think.[/quote] +1, getting Weaken is essential for any mage in general (both sides) but it requires more from DSoma. It's also a pain how the weaken we do get is only range 4, and I would totally agree with up gradable spells. Also accounting HSoma`s new cap rise of 200 strength, 200 intelligence and possibly 35 con, 240 int seems quite low (even though it seems like a jump from the other classes).[/quote]
Considering how massive the over-hawl is would it not just be better to reduce dsoma stats to be in line with hsoma? Do it by a % and reduce all mobs dex/str/int by the same.

edit - or just delete dsoma entirely. focus on hsoma and give anyone with a dsoma char 1000% rates or whatever on a human on the same account.
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[quote="NOTMAT"]Considering how massive the over-hawl is would it not just be better to reduce dsoma stats to be in line with hsoma? Do it by a % and reduce all mobs dex/str/int by the same. edit - or just delete dsoma entirely. focus on hsoma and give anyone with a dsoma char 1000% rates or whatever on a human on the same account.[/quote]

 

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