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stat issues

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theres a few issues that i can see with the new stat system (especially if its uncaped)



1) anyone interested in GVW/PvP will just stack all the points they get into str/dex/con, where this build might not be viable for RvR it will be very good in PvP against normal builds, and because ppl have the choice most will do this (plus some ppl have more than one char, so could have a char spec for PvP and then a char spec for RvR)

how is someone with 1 char Spec to PVP/RVR (points allocated to WIS for magic def) meant to keep up with a char spec for PVP (all points in str/dex/con)

2) if you look at the picture a caped char has enough mana to make do with (so wont have to put any stats in INT), where as a new char wont have enough mana to keep their aura up, so will have to add some INT for mana, i do realize there will be the option to respec ingame, but don't like the idea that ppl will just lvl and then have to repec to be viable in PvP/RvR

3) whats stoping ppl from just lvling on WBM to cap (currently on test 270 str should be well past getting exp from WBM, but can still gain exp)

and if there is meant to be a 30+ str limit, will that work if a player only allocates 200 str and caps on wbm



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[quote="JAHEIRA"]theres a few issues that i can see with the new stat system (especially if its uncaped) [img]http://i1379.photobucket.com/albums/ah152/Rehlina/2017-8-29%2018-571-JAHEIRA_zps3voqdbtm.png[/img] 1) anyone interested in GVW/PvP will just stack all the points they get into str/dex/con, where this build might not be viable for RvR it will be very good in PvP against normal builds, and because ppl have the choice most will do this (plus some ppl have more than one char, so could have a char spec for PvP and then a char spec for RvR) how is someone with 1 char Spec to PVP/RVR (points allocated to WIS for magic def) meant to keep up with a char spec for PVP (all points in str/dex/con) 2) if you look at the picture a caped char has enough mana to make do with (so wont have to put any stats in INT), where as a new char wont have enough mana to keep their aura up, so will have to add some INT for mana, i do realize there will be the option to respec ingame, but don't like the idea that ppl will just lvl and then have to repec to be viable in PvP/RvR 3) whats stoping ppl from just lvling on WBM to cap (currently on test 270 str should be well past getting exp from WBM, but can still gain exp) and if there is meant to be a 30+ str limit, will that work if a player only allocates 200 str and caps on wbm [/quote]
there is 7 stats to allocate per lvl I believe, it makes it very hard, I think it needs to be more, not necessarily for all 100 lvls but at least for some, not sure what others think of this?
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[quote="ARYA_"]there is 7 stats to allocate per lvl I believe, it makes it very hard, I think it needs to be more, not necessarily for all 100 lvls but at least for some, not sure what others think of this?[/quote]
"ARYA_"there is 7 stats to allocate per lvl I believe, it makes it very hard, I think it needs to be more, not necessarily for all 100 lvls but at least for some, not sure what others think of this?


to me its not really a issue, tho i do think str/dex/con caps need to come back, and then there needs to be enough points left over once you have caped those stats so ppl will allocate the rest into wis/int, this should stop ppl from spec-ing for pure PVP

if you can cap str/dex/con/wis before all your stats run out then theres no room to sacrifice some stats for WIS (magic def), im quite happy to lose a bit of DEF for a bit more Magic Def (very much doubt anyone will sacrifice STR/DEX)

OR

as you lvl you get stat points that HAVE to be put into WIS/INT
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[quote="JAHEIRA"][quote="ARYA_"]there is 7 stats to allocate per lvl I believe, it makes it very hard, I think it needs to be more, not necessarily for all 100 lvls but at least for some, not sure what others think of this?[/quote] to me its not really a issue, tho i do think str/dex/con caps need to come back, and then there needs to be enough points left over once you have caped those stats so ppl will allocate the rest into wis/int, this should stop ppl from spec-ing for pure PVP if you can cap str/dex/con/wis before all your stats run out then theres no room to sacrifice some stats for WIS (magic def), im quite happy to lose a bit of DEF for a bit more Magic Def (very much doubt anyone will sacrifice STR/DEX) OR as you lvl you get stat points that HAVE to be put into WIS/INT[/quote]
The stat system will always have problems if you leave stats uncapped as people will feel the need to put as much as possible into their main stat with little room for elsewhere making characters serverly gimped in other aspects which will have issues at events like WotW. If str/con was capped at 160~200 and dex 100~150 it'd give more points to put into more unnecessary stats.

Say an axer could have a max of;
200 Str
100 Dex
180 Con

with 234 points for Int and Wis.

While an archer's max stats could look more like;
165 Str
145 Dex
170 Con

also leaving 234 points for int and wis.

The problem now is you have too many points left over. This can all go into Wis, which in itself, is a huge problem having characters running around with 200 Wis would be an obvious no go. If the Int/Wis cap for Melee classes is around 130, then you'd have 130 wis, 104 int. If old armour values are restored, this leaves more than enough for Omniscient Int gear.

You could incentivise Int / Str (the offclass stat) by making it provide an additional bonuses like increased regeneration and so on, but may be more coding and a hassle to do so.

You can also make a leeway of say around -10 to +10 to allow people to "customize" their characters a bit more to fit their personal style.

Now you may be thinking i'm completely insane. Lower stats on Devil's will surely ruin Wotw and other RvR events. But if Devil stats are tonned down, the main offender being Dex, then this means the WotW % and such could go higher, maybe even 100%, as Humans would be able to hit even the Dexiest of Dsoma classes also this then means that Devil's effectively gain more magic defense as well, so all in all it'd be a win for Humans because they can now hit all Dsoma, making it feel like their investment into Dex is paying off, and Dsoma will be able to tank Magic better with having higher Wis and also Omniscient gear avaible. But without actual testing and so on, small tweaks may be necessary still.

But then if RvR is always 100%, what's the incentive to attending/winning WotW? If stat percentage isn't a factor anymore, you could make it increase Stat/drop rates globally or in conti only as an increased reasoning to hunt in conti.

For example it could look something like this;
1 Win = 2.5% Increased Drops/Stats
2 Wins = 5% Increased Drops/Stats
and so on.

For Dsoma mages, there is a small problem with stat allocation if you want all characters to hit a maximum stat. If the stat requirements for armours are reverted, then it isn't so bad for them but as it stands. But with a few simple calcuations they would require some extra points to achieve capping stats and being able to equip Invuln.

If a Mages max stats looked something like;
150 Str
115 Dex
150 Con
200 Int
200 Wis

Then currently if you cap with enough str for Invuln you end up looking like;
104 Str
115 Dex
150 Con
200 Int
174 Wis

For Supreme their stats would look like;

84 Str
115 Dex
150 Con
200 Int
194 Wis

Ideally giving mages 26 extra points with say 2 every 10 levels and an extra 6 would solve this issue as there is no real need atm for mages to go over 104 Str.

Either way i've tried my best express my opinion and give a general idea as to why i think a lower stat cap would benefit Dsoma / Hsoma if this system is to go through.

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[quote="LAZARUS"]The stat system will always have problems if you leave stats uncapped as people will feel the need to put as much as possible into their main stat with little room for elsewhere making characters serverly gimped in other aspects which will have issues at events like WotW. If str/con was capped at 160~200 and dex 100~150 it'd give more points to put into more unnecessary stats. Say an axer could have a max of; 200 Str 100 Dex 180 Con with 234 points for Int and Wis. While an archer's max stats could look more like; 165 Str 145 Dex 170 Con also leaving 234 points for int and wis. The problem now is you have too many points left over. This can all go into Wis, which in itself, is a huge problem having characters running around with 200 Wis would be an obvious no go. If the Int/Wis cap for Melee classes is around 130, then you'd have 130 wis, 104 int. If old armour values are restored, this leaves more than enough for Omniscient Int gear. You could incentivise Int / Str (the offclass stat) by making it provide an additional bonuses like increased regeneration and so on, but may be more coding and a hassle to do so. You can also make a leeway of say around -10 to +10 to allow people to "customize" their characters a bit more to fit their personal style. Now you may be thinking i'm completely insane. Lower stats on Devil's will surely ruin Wotw and other RvR events. But if Devil stats are tonned down, the main offender being Dex, then this means the WotW % and such could go higher, maybe even 100%, as Humans would be able to hit even the Dexiest of Dsoma classes also this then means that Devil's effectively gain more magic defense as well, so all in all it'd be a win for Humans because they can now hit all Dsoma, making it feel like their investment into Dex is paying off, and Dsoma will be able to tank Magic better with having higher Wis and also Omniscient gear avaible. But without actual testing and so on, small tweaks may be necessary still. But then if RvR is always 100%, what's the incentive to attending/winning WotW? If stat percentage isn't a factor anymore, you could make it increase Stat/drop rates globally or in conti only as an increased reasoning to hunt in conti. For example it could look something like this; 1 Win = 2.5% Increased Drops/Stats 2 Wins = 5% Increased Drops/Stats and so on. For Dsoma mages, there is a small problem with stat allocation if you want all characters to hit a maximum stat. If the stat requirements for armours are reverted, then it isn't so bad for them but as it stands. But with a few simple calcuations they would require some extra points to achieve capping stats and being able to equip Invuln. If a Mages max stats looked something like; 150 Str 115 Dex 150 Con 200 Int 200 Wis Then currently if you cap with enough str for Invuln you end up looking like; 104 Str 115 Dex 150 Con 200 Int 174 Wis For Supreme their stats would look like; 84 Str 115 Dex 150 Con 200 Int 194 Wis Ideally giving mages 26 extra points with say 2 every 10 levels and an extra 6 would solve this issue as there is no real need atm for mages to go over 104 Str. Either way i've tried my best express my opinion and give a general idea as to why i think a lower stat cap would benefit Dsoma / Hsoma if this system is to go through. [/quote]
"LAZARUS"

For Supreme their stats would look like;

84 Str
115 Dex
150 Con
200 Int
194 Wis


supreme isnt 84str on test its 153
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[quote="BRAINSTORM"][quote="LAZARUS"] For Supreme their stats would look like; 84 Str 115 Dex 150 Con 200 Int 194 Wis [/quote] supreme isnt 84str on test its 153[/quote]
"BRAINSTORM"
"LAZARUS"

For Supreme their stats would look like;

84 Str
115 Dex
150 Con
200 Int
194 Wis


supreme isnt 84str on test its 153


Isylver has stated he wants to try lower requirments, tho i think it would be easyer to bump the def up on robes (if mellee chars aint going to be able to equip the robes)

Then mages will stay in robes :D
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[quote="JAHEIRA"][quote="BRAINSTORM"][quote="LAZARUS"] For Supreme their stats would look like; 84 Str 115 Dex 150 Con 200 Int 194 Wis [/quote] supreme isnt 84str on test its 153[/quote] Isylver has stated he wants to try lower requirments, tho i think it would be easyer to bump the def up on robes (if mellee chars aint going to be able to equip the robes) Then mages will stay in robes :D[/quote]
I commend you for your well thought out feedback and actually going against the stream with it Lazarus (and the rest too!). Most people are already complaining about getting less stats - but you're actually taking it a step further and thinking it all the way through - great work.

There was also the idea to make stat points incremental. Meaning slightly less points in the first lvls but more in the end. The total amount would stay the same.
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[quote="GHOSTLORD"]I commend you for your well thought out feedback and actually going against the stream with it Lazarus (and the rest too!). Most people are already complaining about getting less stats - but you're actually taking it a step further and thinking it all the way through - great work. There was also the idea to make stat points incremental. Meaning slightly less points in the first lvls but more in the end. The total amount would stay the same.[/quote]
+1 laz - completely makes sense
If everything is lowered across the board then everything stays relative to each other, especially with varying points given to each class
Also incremental point gains are a good idea, similar to now it gives people reason to go out and put in the effort for the extra levels
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[quote="DEIMOS"]+1 laz - completely makes sense If everything is lowered across the board then everything stays relative to each other, especially with varying points given to each class Also incremental point gains are a good idea, similar to now it gives people reason to go out and put in the effort for the extra levels[/quote]
have soft caps per class to go above ur cap u need to spend 2 points per stat. this would allow varied builds. but would require 8 points per lvl ish
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[quote="ARROW"]have soft caps per class to go above ur cap u need to spend 2 points per stat. this would allow varied builds. but would require 8 points per lvl ish[/quote]

 

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