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Post your idea's - Balancing Devil classes due to dex issues and a WotW/Conti % tweak after?

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I did Hwan ABs until about 80str then went Tarks
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[quote="THEMAT"]I did Hwan ABs until about 80str then went Tarks[/quote]
So to compair

Sword +30 str -33 dex

Archer has 80% Eva over sword with no aura

Though dex cap was 216 ?

Oversly if u don't punch you ruin ya char, compairing 187 to dbow ( this shouldnt be the case) if some one punchs for there secondary stat they should forgo there primary stat
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[quote="JAHEIRA"]So to compair Sword +30 str -33 dex Archer has 80% Eva over sword with no aura Though dex cap was 216 ? Oversly if u don't punch you ruin ya char, compairing 187 to dbow ( this shouldnt be the case) if some one punchs for there secondary stat they should forgo there primary stat[/quote]
Im pretty sure going wbm earlier he could even get another 10 dex on that swordy, wbm are literaly 15% better gains than lizards, main problem is u would hit the str cap before lvl 100 so either way it would leave u on 160~ dex at a lvl of 97-98 at a guess
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[quote="MONSTER"]Im pretty sure going wbm earlier he could even get another 10 dex on that swordy, wbm are literaly 15% better gains than lizards, main problem is u would hit the str cap before lvl 100 so either way it would leave u on 160~ dex at a lvl of 97-98 at a guess[/quote]
Ideally, you'd want to start hunting WBM before 135 STR (to take advantage of "less than 50 STR bonus gains") and you'd want to start KL before 112 STR, as this is what most people (unknowingly for the most part) seem to be doing.
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[quote="JARAGOONDOO"]Ideally, you'd want to start hunting WBM before 135 STR (to take advantage of "less than 50 STR bonus gains") and you'd want to start KL before 112 STR, as this is what most people (unknowingly for the most part) seem to be doing.[/quote]
Confirmed by Finito -

Int slow downs for monsters Int

when > -30, -15, -5,+10

Str slowdowns for monsters Str

when > -50, -30, -10, +10

Not sure on the ratio's for each.
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[quote="HOHOHO"]Confirmed by Finito - Int slow downs for monsters Int when > -30, -15, -5,+10 Str slowdowns for monsters Str when > -50, -30, -10, +10 Not sure on the ratio's for each. [/quote]
Looks like I get to catch up on some crafting...


The dex difference is frighteningly bad. For 16 str? Yeah, I'm glad I slowed down playing.
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[quote="NEXUSJR"]Looks like I get to catch up on some crafting... The dex difference is frighteningly bad. For 16 str? Yeah, I'm glad I slowed down playing.[/quote]
Hmmmm ok hear me out on this could it be possible to adopt a part of the hsoma lvling way and make it so when punching to 100% you gain dex whilst getting there and then the normal dex gains apon levelling I could see it helping a lot of classes (me) lol
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[quote="INTHEFACE"]Hmmmm ok hear me out on this could it be possible to adopt a part of the hsoma lvling way and make it so when punching to 100% you gain dex whilst getting there and then the normal dex gains apon levelling I could see it helping a lot of classes (me) lol[/quote]
"FINITO"Currently leveling different characters on devil world to investigate further into the stat differences. Currently have completed the below, will be doing more in the near future. We are looking into this and trying to sort something out.

Swordsman Level 1-100 Pure Sword


Archer Level 1-100 Pure Bow Capped dex at level 99


I will be doing more for the other classes and also anther going to WBM earlier around 120-130 str. Plus also doing some that have punch levels.


Interesting results, I look forward to axe, spear and knuckle

Is "Class specific armor" a supportable idea?
For example;
80~110 attack Bow OR
80~110 (+1~20) -10 Dex (ranger only)
--
22~37 Pads of Invulnerability OR
22~37 (+10 Dex) -5 STR (Axer only) ^_^
--
16~22 Supreme Boots OR
16~22 (+80 recoil) (+4~9) (Fighter only)
--

Unfortunately WIS (to separate MA and MD) and CON (to separate AT and Def) are unused at the moment but these could also help in balancing things out.
1~100 pure weapon net you Wicked moral?
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[quote="ARRIS"][quote="FINITO"]Currently leveling different characters on devil world to investigate further into the stat differences. Currently have completed the below, will be doing more in the near future. We are looking into this and trying to sort something out. Swordsman Level 1-100 Pure Sword [URL=http://imgur.com/yxk4aI0][IMG]http://i.imgur.com/yxk4aI0.png[/IMG][/URL] Archer Level 1-100 Pure Bow Capped dex at level 99 [URL=http://imgur.com/HT7r8z4][IMG]http://i.imgur.com/HT7r8z4.png[/IMG][/URL] I will be doing more for the other classes and also anther going to WBM earlier around 120-130 str. Plus also doing some that have punch levels.[/quote] Interesting results, I look forward to axe, spear and knuckle Is "Class specific armor" a supportable idea? For example; 80~110 attack Bow OR 80~110 (+1~20) -10 Dex (ranger only) -- 22~37 Pads of Invulnerability OR 22~37 (+10 Dex) -5 STR (Axer only) ^_^ -- 16~22 Supreme Boots OR 16~22 (+80 recoil) (+4~9) (Fighter only) -- Unfortunately WIS (to separate MA and MD) and CON (to separate AT and Def) are unused at the moment but these could also help in balancing things out. 1~100 pure weapon net you Wicked moral?[/quote]
Ye, would have rather seen class specific armor than the str/con Wis/int swop

Gives Dsoma a massive boost of items and items to trade
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[quote="JAHEIRA"]Ye, would have rather seen class specific armor than the str/con Wis/int swop Gives Dsoma a massive boost of items and items to trade[/quote]
"JAHEIRA"Ye, would have rather seen class specific armor than the str/con Wis/int swop

Gives Dsoma a massive boost of items and items to trade


I've always wanted class armors ever before Somadev. However I think the str / int change was needed regardless.

Also surely class armors would have to be collected by yourself through a long chain of quests or collection? That's how I'd make them. :O
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[quote="GHOSTLORD"][quote="JAHEIRA"]Ye, would have rather seen class specific armor than the str/con Wis/int swop Gives Dsoma a massive boost of items and items to trade[/quote] I've always wanted class armors ever before Somadev. However I think the str / int change was needed regardless. Also surely class armors would have to be collected by yourself through a long chain of quests or collection? That's how I'd make them. :O[/quote]
I am vehemently opposed to class armours, especially if the intention of which is to balance the classes...

How absurd is it to try to buff every damn class rather than just fix the one that stands above the rest?

Long-quest chains to get a set of gear that brings you up to the same level as an archer... Yeah.

Also what class specific armour would archers gain? It's a silly idea.
Just sort out the problem, don't add another layer to the problem.
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[quote="S0RCERER"]I am vehemently opposed to class armours, especially if the intention of which is to balance the classes... How absurd is it to try to buff every damn class rather than just fix the one that stands above the rest? Long-quest chains to get a set of gear that brings you up to the same level as an archer... Yeah. Also what class specific armour would archers gain? It's a silly idea. Just sort out the problem, don't add another layer to the problem.[/quote]
"S0RCERER"I am vehemently opposed to class armours, especially if the intention of which is to balance the classes... How absurd is it to try to buff every damn class rather than just fix the one that stands above the rest? Long-quest chains to get a set of gear that brings you up to the same level as an archer... Yeah. Also what class specific armour would archers gain? It's a silly idea. Just sort out the problem, don't add another layer to the problem.


Absolutely agree with you on this s0rc seems like a huge amount of work to fix one class.

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[quote="ADATH"][quote="S0RCERER"]I am vehemently opposed to class armours, especially if the intention of which is to balance the classes... How absurd is it to try to buff every damn class rather than just fix the one that stands above the rest? Long-quest chains to get a set of gear that brings you up to the same level as an archer... Yeah. Also what class specific armour would archers gain? It's a silly idea. Just sort out the problem, don't add another layer to the problem.[/quote] Absolutely agree with you on this s0rc seems like a huge amount of work to fix one class. [/quote]
I would like to see class armors in game at some point but its definitely not a good solution to this problem. As S0rc said, classes would need to put in extra work to gain their class armour which would leave them on a level playing field with archers. Archers armour would need to be rubbish in order for the "balance" to change which would make it pointless for an archer to get the class specific armour.

Also by simply taking off the armour to wear maybe int gear or hallo you will be unbalancing your class!! So your only choice will be to live in that set of armour forever or else you don't have a chance. I think the changes need to come from gains, f9 stats or the way evasion/accuracy works on dsoma, or a combination of all of them. I dont really get why the STR/CON change was needed, with the old system the GM's would be able to tweak the defence of classes without altering their attack and vice versa, so classes that needed more defence could of had their con gains tweaked and bow's defence could have been made a lot less which possibly might of helped with this situation.
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[quote="TASTELESS"]I would like to see class armors in game at some point but its definitely not a good solution to this problem. As S0rc said, classes would need to put in extra work to gain their class armour which would leave them on a level playing field with archers. Archers armour would need to be rubbish in order for the "balance" to change which would make it pointless for an archer to get the class specific armour. Also by simply taking off the armour to wear maybe int gear or hallo you will be unbalancing your class!! So your only choice will be to live in that set of armour forever or else you don't have a chance. I think the changes need to come from gains, f9 stats or the way evasion/accuracy works on dsoma, or a combination of all of them. I dont really get why the STR/CON change was needed, with the old system the GM's would be able to tweak the defence of classes without altering their attack and vice versa, so classes that needed more defence could of had their con gains tweaked and bow's defence could have been made a lot less which possibly might of helped with this situation. [/quote]
"S0RCERER"I am vehemently opposed to class armours, especially if the intention of which is to balance the classes...
How absurd is it to try to buff every damn class rather than just fix the one that stands above the rest?

I Hear ya S0r,
But yes the answer is to buff ALL the classes in some way(maybe it's when the lvl cap is raised). There is no good way to nerf one class at this point. I'm not saying to get them to what a bow user IS. Adding class specific gear would have to raise the bar for all.
Eg; Set new logical caps over physical caps; instead of 216 str limit, logical 275 str limit etc.?

"S0RCERER"
Long-quest chains to get a set of gear that brings you up to the same level as an archer... Yeah.

Also what class specific armour would archers gain? It's a silly idea.
Just sort out the problem, don't add another layer to the problem.

Well if Dex physical limit is 200 and the logical limit is say about 225 for any class. Archers would need class specific stuff as well.
I was just trying to think of a way to create "some" more balance without changes to game mechanics which has been and continues to be an issue in Soma.
So there is no easy just fix it or it would have been done 15 private servers ago.

All the GMs here are doing a great job and are giving this "issue" direct attention. My guess is since 100% sword came in at 157 Dex, 100% axe will hit about 138 Dex.

Setting a logical dex cap @ 225 (for example) and give axer a path in gear, sacrificing some ATT and Def to reach 200 Dex. 25 dex is still a lot but it's much less than 60, OR maybe as axe you choose class str gear and get to 275 logical str and not care that you miss because they feel it when you hit.

Personally I don't think Axe should be able to reach a logical Dex cap setting just as I don't think ranger should be able to reach a logical STR cap setting. All others are a blend in the middle, I have no idea how to fix mage.

Each class could of course provide different adds and subtracts (Gains/Losses) and would not have to be limited to str/dex stats. Ah well just an idea.
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[quote="ARRIS"][quote="S0RCERER"]I am vehemently opposed to class armours, especially if the intention of which is to balance the classes... How absurd is it to try to buff every damn class rather than just fix the one that stands above the rest? [/quote] I Hear ya S0r, But yes the answer is to buff ALL the classes in some way(maybe it's when the lvl cap is raised). There is no good way to nerf one class at this point. I'm not saying to get them to what a bow user IS. Adding class specific gear would have to raise the bar for all. Eg; Set new logical caps over physical caps; instead of 216 str limit, logical 275 str limit etc.? [quote="S0RCERER"] Long-quest chains to get a set of gear that brings you up to the same level as an archer... Yeah. Also what class specific armour would archers gain? It's a silly idea. Just sort out the problem, don't add another layer to the problem.[/quote] Well if Dex physical limit is 200 and the logical limit is say about 225 for any class. Archers would need class specific stuff as well. I was just trying to think of a way to create "some" more balance without changes to game mechanics which has been and continues to be an issue in Soma. So there is no easy just fix it or it would have been done 15 private servers ago. All the GMs here are doing a great job and are giving this "issue" direct attention. My guess is since 100% sword came in at 157 Dex, 100% axe will hit about 138 Dex. Setting a logical dex cap @ 225 (for example) and give axer a path in gear, sacrificing some ATT and Def to reach 200 Dex. 25 dex is still a lot but it's much less than 60, OR maybe as axe you choose class str gear and get to 275 logical str and not care that you miss because they feel it when you hit. Personally I don't think Axe should be able to reach a logical Dex cap setting just as I don't think ranger should be able to reach a logical STR cap setting. All others are a blend in the middle, I have no idea how to fix mage. Each class could of course provide different adds and subtracts (Gains/Losses) and would not have to be limited to str/dex stats. Ah well just an idea.[/quote]
Now we have a level 100 sword and level 100 archer stats.

Would be nice to say equip them both will full epic invuln / epic weapon + full bag of pots

Then put them 1 on 1 and see which class has pots / how many pots left when the other runs out.
Archer using dodge / sword using 5th sword.
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[quote="KETO"]Now we have a level 100 sword and level 100 archer stats. Would be nice to say equip them both will full epic invuln / epic weapon + full bag of pots Then put them 1 on 1 and see which class has pots / how many pots left when the other runs out. Archer using dodge / sword using 5th sword.[/quote]

 

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