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Let's not even count Mages, I mentioned that they were unfinished and broken a few years ago.
Rework of mages isn't something i'd say no to.

As for all the other classes, the stat difference in Axe is quite clearly Face where he has massively more INT/WIS and DEX (but far less STR).

Sword is also INT/WIS as punching is same gains as normally hunting for STR/DEX/CON.

Knux is also the INT/WIS.

Bow is INT/WIS/STR because punching at higher levels won't be a great loss to DEX.

Spear is also INT/WIS.

Considering the difference comes almost entirely from INT/WIS, why is the rework going to be affecting all other stats?
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[quote="S0RCERER"]Let's not even count Mages, I mentioned that they were unfinished and broken a few years ago. Rework of mages isn't something i'd say no to. As for all the other classes, the stat difference in Axe is quite clearly Face where he has massively more INT/WIS and DEX (but far less STR). Sword is also INT/WIS as punching is same gains as normally hunting for STR/DEX/CON. Knux is also the INT/WIS. Bow is INT/WIS/STR because punching at higher levels won't be a great loss to DEX. Spear is also INT/WIS. Considering the difference comes almost entirely from INT/WIS, why is the rework going to be affecting all other stats?[/quote]
"ISYLVER"Knuckle:
797


Hey, look. It's me!
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[quote="JARAGOONDOO"][quote="ISYLVER"]Knuckle: 797 [/quote] Hey, look. It's me![/quote]
Your theory is very simplified.

You're proposing a solution of what exactly? Even if we had to remove stats from individual characters... that's still only level 100. It is impossible to see how much each character has punched on what bonus or at what level.. and this impossible task would have to be done for EVERY character in the game of all levels.
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[quote="ISYLVER"]Your theory is very simplified. You're proposing a solution of what exactly? Even if we had to remove stats from individual characters... that's still only level 100. It is impossible to see how much each character has punched on what bonus or at what level.. and this impossible task would have to be done for EVERY character in the game of all levels.[/quote]
This says to me the average for looking at a non punched char is around 810-830 points
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[quote="DEIMOS"]This says to me the average for looking at a non punched char is around 810-830 points[/quote]
"ISYLVER"Your theory is very simplified.

You're proposing a solution of what exactly? Even if we had to remove stats from individual characters... that's still only level 100. It is impossible to see how much each character has punched on what bonus or at what level.. and this impossible task would have to be done for EVERY character in the game of all levels.


You are making a change with a false perception of inbalance based on total stats each character has.

Balance is something that can be determined ingame and not from a spreadsheet because each stat has a different value.

1 point of dex is worth far more than 1 point of str for example.

1 point of int is worth far more than 1 point of wis.

This whole idea of giving set stat points makes no sense as you are going by the idea that every stat point has equal value.

There are characters with 100 points higher than another player but this makes absolutely no difference in the game itself.

Intheface has hundreds more points than other axers but he doesn't beat other axers in PvP.
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[quote="S0RCERER"][quote="ISYLVER"]Your theory is very simplified. You're proposing a solution of what exactly? Even if we had to remove stats from individual characters... that's still only level 100. It is impossible to see how much each character has punched on what bonus or at what level.. and this impossible task would have to be done for EVERY character in the game of all levels.[/quote] You are making a change with a false perception of inbalance based on total stats each character has. Balance is something that can be determined ingame and not from a spreadsheet because each stat has a different value. 1 point of dex is worth far more than 1 point of str for example. 1 point of int is worth far more than 1 point of wis. This whole idea of giving set stat points makes no sense as you are going by the idea that every stat point has equal value. There are characters with 100 points higher than another player but this makes absolutely no difference in the game itself. Intheface has hundreds more points than other axers but he doesn't beat other axers in PvP.[/quote]
I'm liking the idea of stat allocation, but nothing (but potential builds) can be confirmed until testing is up to confirm theories etc. Also just like how S0rc said, you can't determine things off a spreadsheet without actual testing done.

Mage`s might be the potent class after the patch, but with 160(yes Lazarus and Monster maybe an exception because of the excessive amount of punching they've done, but it should be a balanced platform for everyone -not everyone has to punch to reach 160con-) con and 150 dex it's quite hard to determine whether or not they might even get to compete in RvR or GVW.

On the topic of mage`s, i'll suggest to increase the time for the 4th aura to allow more cast time for starters... (it's a discussion for another thread)



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[quote="ASDADASD"]I'm liking the idea of stat allocation, but nothing (but potential builds) can be confirmed until testing is up to confirm theories etc. Also just like how S0rc said, you can't determine things off a spreadsheet without actual testing done. Mage`s might be the potent class after the patch, but with 160(yes Lazarus and Monster maybe an exception because of the excessive amount of punching they've done, but it should be a balanced platform for everyone -not everyone has to punch to reach 160con-) con and 150 dex it's quite hard to determine whether or not they might even get to compete in RvR or GVW. On the topic of mage`s, i'll suggest to increase the time for the 4th aura to allow more cast time for starters... (it's a discussion for another thread) [/quote]
What about fix rate stats for dex and int with different caps for each class (replace str with int for mages) then the remaining 3 stats could have allocation points.

Basically so you can choose where you want to spend your attack and defence. But dex and int (dex and str for mages) will be gained at a set (different rate) for each class.

So lets use the beginning guides as an example.

Bow caps at 210 dex
Axe caps at 130 dex

So using set rate dex to and int "guide" the character to a certain path while it level's free's up more choice to add Str/Con/Wis. Also with set int gains for melle chars and str gains for mages they will eventually be able to get into high level gear of the opposing stat. As at the moment it makes it possible for each class to wear the opposite gear at the same level (punching assumed) (mage in invuln/melle in diab ect)

So if an archer gains 80 more points (forced) in dex than an axe user, (because an archer should natually have the highest dex) the axe user should get 80 more points to spend in Str/Con/Wis over the course of its 100 levels.

Keeping dex/int at a set rate will keep the variation between classes but will have massive variety how you can build your individual


For instance you could have an archer with alot of points stacked on Str, but it will lose out on alot of con/wisdom and will also not be able to reach the str of most other classes due to the overall dex they have gained natually leading them to have less to spend in att/def stats.








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[quote="GRAVIJA"]What about fix rate stats for dex and int with different caps for each class (replace str with int for mages) then the remaining 3 stats could have allocation points. Basically so you can choose where you want to spend your attack and defence. But dex and int (dex and str for mages) will be gained at a set (different rate) for each class. So lets use the beginning guides as an example. Bow caps at 210 dex Axe caps at 130 dex So using set rate dex to and int "guide" the character to a certain path while it level's free's up more choice to add Str/Con/Wis. Also with set int gains for melle chars and str gains for mages they will eventually be able to get into high level gear of the opposing stat. As at the moment it makes it possible for each class to wear the opposite gear at the same level (punching assumed) (mage in invuln/melle in diab ect) So if an archer gains 80 more points (forced) in dex than an axe user, (because an archer should natually have the highest dex) the axe user should get 80 more points to spend in Str/Con/Wis over the course of its 100 levels. Keeping dex/int at a set rate will keep the variation between classes but will have massive variety how you can build your individual For instance you could have an archer with alot of points stacked on Str, but it will lose out on alot of con/wisdom and will also not be able to reach the str of most other classes due to the overall dex they have gained natually leading them to have less to spend in att/def stats. [/quote]
"S0RCERER"
"ISYLVER"Your theory is very simplified.

You're proposing a solution of what exactly? Even if we had to remove stats from individual characters... that's still only level 100. It is impossible to see how much each character has punched on what bonus or at what level.. and this impossible task would have to be done for EVERY character in the game of all levels.


You are making a change with a false perception of inbalance based on total stats each character has.

Balance is something that can be determined ingame and not from a spreadsheet because each stat has a different value.

1 point of dex is worth far more than 1 point of str for example.

1 point of int is worth far more than 1 point of wis.

This whole idea of giving set stat points makes no sense as you are going by the idea that every stat point has equal value.

There are characters with 100 points higher than another player but this makes absolutely no difference in the game itself.

Intheface has hundreds more points than other axers but he doesn't beat other axers in PvP.


Still waiting to see an agreeable solution from yourself. I respect where you stand but disagree with you wholeheartedly.

This thread is the definition of insanity. We're going around in circles. When we release the server test it, try PVP try combos etc.
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[quote="ISYLVER"][quote="S0RCERER"][quote="ISYLVER"]Your theory is very simplified. You're proposing a solution of what exactly? Even if we had to remove stats from individual characters... that's still only level 100. It is impossible to see how much each character has punched on what bonus or at what level.. and this impossible task would have to be done for EVERY character in the game of all levels.[/quote] You are making a change with a false perception of inbalance based on total stats each character has. Balance is something that can be determined ingame and not from a spreadsheet because each stat has a different value. 1 point of dex is worth far more than 1 point of str for example. 1 point of int is worth far more than 1 point of wis. This whole idea of giving set stat points makes no sense as you are going by the idea that every stat point has equal value. There are characters with 100 points higher than another player but this makes absolutely no difference in the game itself. Intheface has hundreds more points than other axers but he doesn't beat other axers in PvP.[/quote] Still waiting to see an agreeable solution from yourself. I respect where you stand but disagree with you wholeheartedly. This thread is the definition of insanity. We're going around in circles. When we release the server test it, try PVP try combos etc. [/quote]
Is there any ETA for when a test server might go out?
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[quote="ASDADASD"]Is there any ETA for when a test server might go out? [/quote]
To gain the extra 80 Dex an archer should have cost them purely 80 points
To gain the extra attack/defence a axe should have costs them 160 points,
From this perspective the attack and defence Dex should probably be introduced to even out the way points are spent then it takes 2 points for each class to gainnits main stat
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[quote="DEIMOS"]To gain the extra 80 Dex an archer should have cost them purely 80 points To gain the extra attack/defence a axe should have costs them 160 points, From this perspective the attack and defence Dex should probably be introduced to even out the way points are spent then it takes 2 points for each class to gainnits main stat[/quote]
True but also you have to take into account the extra attack/defence naturally built into an axer (sheild, higher attack weapon ect)

Also the bonus attack from skill could be readjusted per class as I believe it was when the server first started. This is a stat that is often overlooked.
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[quote="GRAVIJA"]True but also you have to take into account the extra attack/defence naturally built into an axer (sheild, higher attack weapon ect) Also the bonus attack from skill could be readjusted per class as I believe it was when the server first started. This is a stat that is often overlooked.[/quote]
There isn't much in the attack if you look at the intense weapons posted in the other thread, don't think it's fair to count shield as 1 handed weps have less attack
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[quote="DEIMOS"]There isn't much in the attack if you look at the intense weapons posted in the other thread, don't think it's fair to count shield as 1 handed weps have less attack [/quote]
isylver...

is it possible to post an average chars stats from each class at current? ( sorry to be a pain)

then we can look at what stats an archer would have compared to an axe user and spear user etc...

we arn't comparing from just a spreadsheet then.. can acually see what they have in each
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[quote="_JR_"]isylver... is it possible to post an average chars stats from each class at current? ( sorry to be a pain) then we can look at what stats an archer would have compared to an axe user and spear user etc... we arn't comparing from just a spreadsheet then.. can acually see what they have in each[/quote]
Will have to be on Tuesday. It will also be higher for some due to punch chars etc.
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[quote="ISYLVER"]Will have to be on Tuesday. It will also be higher for some due to punch chars etc.[/quote]
Since this is a new full dona re work. Would there be any chance of capped chars being able to fully reselect a class?
Seems a few people not happy with stay loss or needing so let them pick a class at lvl 100 and start from there?

If we going with the new star wipe. In for a penny in for a pound, might as well.

Phone auto correct fucked a few words up but you get the idea
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[quote="INCUBUS"]Since this is a new full dona re work. Would there be any chance of capped chars being able to fully reselect a class? Seems a few people not happy with stay loss or needing so let them pick a class at lvl 100 and start from there? If we going with the new star wipe. In for a penny in for a pound, might as well. Phone auto correct fucked a few words up but you get the idea[/quote]

 

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