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[Video/Trailer] Upcoming Devil Patch Changes!

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Ok...huge patch for Dsoma coming in a few days. Here's a trailer that highlights some of the largest and best changes:

Trailer - Shadows Of The Cesspool

The way stats work is going to be huge, and there are many great quality of life additions like the new PK town, the buyback system, quicksell, the aura changes, 10 more levels, new mobs....

As well as bringing pk back on the map with proper resources for Angel morale players, the new stat system standardises stats - so if you have an old devil who leveled before certain mobs, or got stats grieffed off, or just didn't know what to do - it's not longer 'ruined' but has the same power as the nerds who play all day! No reason not to go back to it, eh?

If you don't know much about what is coming on the 14th - here is a summary of all the stuff you need to know.

Sorry for the poor audio quality of the narration, the software and hardware I have available really isn't up to making such videos, nor is my experience. Still - get hyped.

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[quote="STRELKA"]Ok...huge patch for Dsoma coming in a few days. Here's a trailer that highlights some of the largest and best changes: [url=https://youtu.be/_T4OOX9vDVc] Trailer - Shadows Of The Cesspool [/url] The way stats work is going to be huge, and there are many great quality of life additions like the new PK town, the buyback system, quicksell, the aura changes, 10 more levels, new mobs.... As well as bringing pk back on the map with proper resources for Angel morale players, the new stat system standardises stats - so if you have an old devil who leveled before certain mobs, or got stats grieffed off, or just didn't know what to do - it's not longer 'ruined' but has the same power as the nerds who play all day! No reason not to go back to it, eh? If you don't know much about what is coming on the 14th - here is a summary of all the stuff you need to know. Sorry for the poor audio quality of the narration, the software and hardware I have available really isn't up to making such videos, nor is my experience. Still - get hyped. [/quote]
That new pk town that dsoma has looks awesome xD
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[quote="LINKDX"]That new pk town that dsoma has looks awesome xD[/quote]
Nice video, cheers for that.

Aura changes and stat changes look interesting.
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[quote="REYMUS"]Nice video, cheers for that. Aura changes and stat changes look interesting. [/quote]
Great video, might even give dsoma a whirl next year haha.
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[quote="MATTY"]Great video, might even give dsoma a whirl next year haha. [/quote]
Great video! Tempted to come back.

Anyone know the stat ranges for all DSoma classes at level 100?

Also great to see a change I suggested a year ago has been implemented!

The percent system used for GVW/Wotw/SS/RvR has been changed to apply the percent to the damage value instead of attack and defense (F10 stats). This was changed because the other method caused massive reduction in damage for some classes and big increases in damage for other classes, with the change it is now equal for all.
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[quote="JARAGOONDOO"]Great video! Tempted to come back. Anyone know the stat ranges for all DSoma classes at level 100? Also great to see a change I suggested a year ago has been implemented! [quote=]The percent system used for GVW/Wotw/SS/RvR has been changed to apply the percent to the damage value instead of attack and defense (F10 stats). This was changed because the other method caused massive reduction in damage for some classes and big increases in damage for other classes, with the change it is now equal for all.[/quote][/quote]
"JARAGOONDOO"Great video! Tempted to come back.

Anyone know the stat ranges for all DSoma classes at level 100?
]



New stats, at present (and as they will go live) look like this:

Axe - 230 STR / 160 DEX / 220 CON
Spear - 215 STR / 165? DEX / 215? CON
Sword - 210 STR / 170 DEX / 210 CON
Knuckle - 205 STR / 180 DEX / 205 CON
Bow - 195 STR / 195 DEX / 180 CON

So we can see it's been really squashed, so classes are much closer in terms of melee stats. That does make it pretty cool that now axers can actually hit archers without silly levels of accuracy gear, and archers can actually do more than min damage to axers.

Those of us who have done testing have a few concerns about class balance (PTR forum to read/join the discussion), but the main positive points are that now all classes are standardised in a fair way...and that 10 more levels won't leave axers on 400 STR and archers on 250 (such big gaps that the game is not possible to balance). I also believe the GMS can rebalance the game really quickly with just new values for stat caps and available points....rather than having to fiddle with mob stats or how people gain stats. Should be quick and easy to rebalance.

The main issues with the game at the moment is that although all characters who level properly with the +50 system have the same stats, those who leveled before had much worse. That made a lot of players invalid, through no fault of their own. Now everything will be equal so, in theory, the main difference between 2 players is their gear (the good old soma grind) and their ability to play well.

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[quote="STRELKA"][quote="JARAGOONDOO"]Great video! Tempted to come back. Anyone know the stat ranges for all DSoma classes at level 100? ][/quote] New stats, at present (and as they will go live) look like this: Axe - 230 STR / 160 DEX / 220 CON Spear - 215 STR / 165? DEX / 215? CON Sword - 210 STR / 170 DEX / 210 CON Knuckle - 205 STR / 180 DEX / 205 CON Bow - 195 STR / 195 DEX / 180 CON So we can see it's been really squashed, so classes are much closer in terms of melee stats. That does make it pretty cool that now axers can actually hit archers without silly levels of accuracy gear, and archers can actually do more than min damage to axers. Those of us who have done testing have a few concerns about class balance (PTR forum to read/join the discussion), but the main positive points are that now all classes are standardised in a fair way...and that 10 more levels won't leave axers on 400 STR and archers on 250 (such big gaps that the game is not possible to balance). I also believe the GMS can rebalance the game really quickly with just new values for stat caps and available points....rather than having to fiddle with mob stats or how people gain stats. Should be quick and easy to rebalance. The main issues with the game at the moment is that although all characters who level properly with the +50 system have the same stats, those who leveled before had much worse. That made a lot of players invalid, through no fault of their own. Now everything will be equal so, in theory, the main difference between 2 players is their gear (the good old soma grind) and their ability to play well. [/quote]
"STRELKA"
"JARAGOONDOO"Great video! Tempted to come back.

Anyone know the stat ranges for all DSoma classes at level 100?
]



New stats, at present (and as they will go live) look like this:

Axe - 230 STR / 160 DEX / 220 CON
Spear - 215 STR / 165? DEX / 215? CON
Sword - 210 STR / 170 DEX / 210 CON
Knuckle - 205 STR / 180 DEX / 205 CON
Bow - 195 STR / 195 DEX / 180 CON

So we can see it's been really squashed, so classes are much closer in terms of melee stats. That does make it pretty cool that now axers can actually hit archers without silly levels of accuracy gear, and archers can actually do more than min damage to axers.

Those of us who have done testing have a few concerns about class balance (PTR forum to read/join the discussion), but the main positive points are that now all classes are standardised in a fair way...and that 10 more levels won't leave axers on 400 STR and archers on 250 (such big gaps that the game is not possible to balance). I also believe the GMS can rebalance the game really quickly with just new values for stat caps and available points....rather than having to fiddle with mob stats or how people gain stats. Should be quick and easy to rebalance.

The main issues with the game at the moment is that although all characters who level properly with the +50 system have the same stats, those who leveled before had much worse. That made a lot of players invalid, through no fault of their own. Now everything will be equal so, in theory, the main difference between 2 players is their gear (the good old soma grind) and their ability to play well.



I kind of agree with this but I would expect an archer to do min dmg to an axer... I wouldn't roll an archer to go and kill axers, I'd leave that to other classes in guild for example like a spear user would be a good bet.

Axers dont have an attacking aura so the high hit dmg on the odd occasion and the pure tanking ability made it 'fair' in my view.

People saying it's not fair that 3 archers can't take an axer down clearly has never played rock, paper or scissors.

A rock beats scissors but then scissors beats paper just as easily...? Is that fair or unfair?

How good would it be if instead of that, they all just beat each other and if someone roll stone and you roll scissors then it is a 50/50 chance on who wins, to keep it 'fair' and all that glockenspiel.


*I'm not directing my questions specifically to Strelka since it looks like that as I've quoted his post. He didn't put the changes in place, it was the GMs, I just thought he had explained it well enough to have as a good comparison to my own thoughts*
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[quote="BL00D_SHOT"][quote="STRELKA"][quote="JARAGOONDOO"]Great video! Tempted to come back. Anyone know the stat ranges for all DSoma classes at level 100? ][/quote] New stats, at present (and as they will go live) look like this: Axe - 230 STR / 160 DEX / 220 CON Spear - 215 STR / 165? DEX / 215? CON Sword - 210 STR / 170 DEX / 210 CON Knuckle - 205 STR / 180 DEX / 205 CON Bow - 195 STR / 195 DEX / 180 CON So we can see it's been really squashed, so classes are much closer in terms of melee stats. That does make it pretty cool that now axers can actually hit archers without silly levels of accuracy gear, and archers can actually do more than min damage to axers. Those of us who have done testing have a few concerns about class balance (PTR forum to read/join the discussion), but the main positive points are that now all classes are standardised in a fair way...and that 10 more levels won't leave axers on 400 STR and archers on 250 (such big gaps that the game is not possible to balance). I also believe the GMS can rebalance the game really quickly with just new values for stat caps and available points....rather than having to fiddle with mob stats or how people gain stats. Should be quick and easy to rebalance. The main issues with the game at the moment is that although all characters who level properly with the +50 system have the same stats, those who leveled before had much worse. That made a lot of players invalid, through no fault of their own. Now everything will be equal so, in theory, the main difference between 2 players is their gear (the good old soma grind) and their ability to play well. [/quote] I kind of agree with this but I would expect an archer to do min dmg to an axer... I wouldn't roll an archer to go and kill axers, I'd leave that to other classes in guild for example like a spear user would be a good bet. Axers dont have an attacking aura so the high hit dmg on the odd occasion and the pure tanking ability made it 'fair' in my view. People saying it's not fair that 3 archers can't take an axer down clearly has never played rock, paper or scissors. A rock beats scissors but then scissors beats paper just as easily...? Is that fair or unfair? How good would it be if instead of that, they all just beat each other and if someone roll stone and you roll scissors then it is a 50/50 chance on who wins, to keep it 'fair' and all that glockenspiel. *I'm not directing my questions specifically to Strelka since it looks like that as I've quoted his post. He didn't put the changes in place, it was the GMs, I just thought he had explained it well enough to have as a good comparison to my own thoughts*[/quote]
I always agreed with the rock-paper-scissors approach to Soma class balance.

I don't expect to hurt an axer, because I know they can't hit me. We know we can't kill each other, but we know a sword is going to hurt us both.

There are problems with this at the moment though, which is that a pure punch bow is basically the benefits of both scissors and paper, and if we get 10 more levels in the same fashion as we leveled 1-100 then the gaps between paper and rock will be insane if axers can level to 400 STR/190 DEX but archers only hit 260 STR and are hardcapped at 200 DEX. It can't be the case that we just add 10 more levels, for this single reason.

I completely see why the system has to be reworked - and i think the new style is really good. If we all made one of each class now and leveled with +50 str properly we would end up at the same stats anyway, so standardising them makes perfect sense. It also allows all the players who have trash stats from early release to play again on an equal level.

My only concern are a few balance issues, and these are easily fixed once the GMs agree on what they are...so overall this approach is excellent and makes perfect sense.
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[quote="STRELKA"]I always agreed with the rock-paper-scissors approach to Soma class balance. I don't expect to hurt an axer, because I know they can't hit me. We know we can't kill each other, but we know a sword is going to hurt us both. There are problems with this at the moment though, which is that a pure punch bow is basically the benefits of both scissors and paper, and if we get 10 more levels in the same fashion as we leveled 1-100 then the gaps between paper and rock will be insane if axers can level to 400 STR/190 DEX but archers only hit 260 STR and are hardcapped at 200 DEX. It can't be the case that we just add 10 more levels, for this single reason. I completely see why the system has to be reworked - and i think the new style is really good. If we all made one of each class now and leveled with +50 str properly we would end up at the same stats anyway, so standardising them makes perfect sense. It also allows all the players who have trash stats from early release to play again on an equal level. My only concern are a few balance issues, and these are easily fixed once the GMs agree on what they are...so overall this approach is excellent and makes perfect sense. [/quote]
Great vid mate. Always enjoy vids on soma. And nice for for doing all the testing and showing others
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[quote="MAVERICK"]Great vid mate. Always enjoy vids on soma. And nice for for doing all the testing and showing others [/quote]
"STRELKA"
Axe - 230 STR / 160 DEX / 220 CON
Spear - 215 STR / 165? DEX / 215? CON
Sword - 210 STR / 170 DEX / 210 CON
Knuckle - 205 STR / 180 DEX / 205 CON
Bow - 195 STR / 195 DEX / 180 CON


Thanks for that, that looks way more balanced then what we've had before.

My only issue is Archer STR seems a bit high, and their CON seems a bit low. Should probably flip them around.

But other than that looks pretty solid to me.

How much points left over to spend on WIS/INT if you were to max your main stats?
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[quote="JARAGOONDOO"][quote="STRELKA"] Axe - 230 STR / 160 DEX / 220 CON Spear - 215 STR / 165? DEX / 215? CON Sword - 210 STR / 170 DEX / 210 CON Knuckle - 205 STR / 180 DEX / 205 CON Bow - 195 STR / 195 DEX / 180 CON [/quote] Thanks for that, that looks way more balanced then what we've had before. My only issue is Archer STR seems a bit high, and their CON seems a bit low. Should probably flip them around. But other than that looks pretty solid to me. How much points left over to spend on WIS/INT if you were to max your main stats?[/quote]
"JARAGOONDOO"

How much points left over to spend on WIS/INT if you were to max your main stats?



Off the top of my head, Archers have like 112 left while axers have like 87 - and the other classes as you would expect in between (Knux more, Spear less).

So it's going to be a lot more than present at 110 - with axers being able to wear omni. The main RvR balance will be done through % anyway, but bosses should be no harder than before at least.

It's a big problem for mages who have a 220 (?) int cap at 100 when they can easily have 260+ on live.
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[quote="STRELKA"][quote="JARAGOONDOO"] How much points left over to spend on WIS/INT if you were to max your main stats?[/quote] Off the top of my head, Archers have like 112 left while axers have like 87 - and the other classes as you would expect in between (Knux more, Spear less). So it's going to be a lot more than present at 110 - with axers being able to wear omni. The main RvR balance will be done through % anyway, but bosses should be no harder than before at least. It's a big problem for mages who have a 220 (?) int cap at 100 when they can easily have 260+ on live. [/quote]

 

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