stat based skills and weapons

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pepex
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Joined: Thu Nov 12, 2009 3:34 pm

stat based skills and weapons

Postby pepex » Sun Apr 22, 2012 5:05 pm

i whant to suggest the rework of some spells/items to make them stat based, the reason after this is to create more variety when it comes to creating a char and to improve the performance of some underpowered spells/weapons.

rework their damage formula, intead of gaining damage from tactics and rares make them gain damage from tactics and stat(LD vertion for weapons/spells ).

double sword/axe: to get an idea 800 str could give what a g20 force.


holy rage/rage ball/Farencha: 0,4% spell damage increase pero point into ps

complete sanctuary: some complain is op and that anyone who use it is a noob other say is junk becouse one cant do much under it all in all a problematic spell so why not rework it:

self cast, under sanctuary one cant cast offensive spells, sanctuary will overide enchant weapon or pray.
each point of wis will increase physical damage by 0.35%
each point of ps will increase physical and magical reduction by 0.2

note 1: force will no longer buff staff physical damage
note 2: at dual 4 with 376 ps and 690 wis sanctuary will give 241% physical damage boost and 75% reduction but before starting a QQ fest consider that in order to achive that they need to spend 321 more points over farencha.

ice arrow: could use a stat buff too as well as grapple

for thieve and archer i cant think of a variant since they only have 1 type of weapon

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Ipwn_
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Re: stat based skills and weapons

Postby Ipwn_ » Mon Apr 23, 2012 2:27 pm

Then why make rares at all? This suggestion litterally changes the entire gameplay of DR.

I think there are some useless stuff that should be given a use, such as falling disease.

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lemonbone
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Re: stat based skills and weapons

Postby lemonbone » Mon Apr 23, 2012 3:40 pm

Ipwn_ wrote:Then why make rares at all? This suggestion litterally changes the entire gameplay of DR.

I think there are some useless stuff that should be given a use, such as falling disease.


viewtopic.php?f=10&t=18066
IMpriest

pepex
Posts: 413
Joined: Thu Nov 12, 2009 3:34 pm

Re: stat based skills and weapons

Postby pepex » Tue Apr 24, 2012 9:04 pm

Ipwn_ wrote:Then why make rares at all? This suggestion litterally changes the entire gameplay of DR.

I think there are some useless stuff that should be given a use, such as falling disease.


a few stat based skills are not the end of the world, you will still need ac/smart/basic resist/resist/...etc when it comes to rares

do note that one needs to blow lots of stats just to get the same effects, stats that would normaly go to endu/movp or even con.

gameplay dosent change much either, one trade lots of stats for a free rare for skills/wepons/spells that no one use.

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lemonbone
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Re: stat based skills and weapons

Postby lemonbone » Tue Apr 24, 2012 9:38 pm

spell like turnundead, skill like fleet missile can benefit from this if stats are the factor that affect the damage, or whatever.

but most of your suggestion like str>force, wis/ps stuff will definitely change the gameplay a lot which I don't agree @@
IMpriest

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Ipwn_
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Re: stat based skills and weapons

Postby Ipwn_ » Wed Apr 25, 2012 6:26 pm

pepex wrote:
pepex wrote:double sword/axe: to get an idea 800 str could give what a g20 force.
a few stat based skills are not the end of the world, you will still need ac/smart/basic resist/resist/...etc when it comes to rares

do note that one needs to blow lots of stats just to get the same effects, stats that would normaly go to endu/movp or even con.

gameplay dosent change much either, one trade lots of stats for a free rare for skills/wepons/spells that no one use.


G20 force from stats put into STR for warriors are not wasted stats. You can make speed rares to run faster and the effect that you get from those would probably more effective than getting better shoes. The only reason people dont do it is because they need the spots to use rares that people more commonly use such as Force

sisiiii
Posts: 92
Joined: Sat May 21, 2011 12:29 pm

Re: stat based skills and weapons

Postby sisiiii » Thu Apr 26, 2012 3:22 am

Ipwn_ wrote:
G20 force from stats put into STR for warriors are not wasted stats. You can make speed rares to run faster and the effect that you get from those would probably more effective than getting better shoes. The only reason people dont do it is because they need the spots to use rares that people more commonly use such as Force


Agreed. If I can get G20 force on stats. I would put desire+robber with 0 move. Maybe 1 roses can kill D4 priest. Don't even need to move. (Y)

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Ipwn_
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Re: stat based skills and weapons

Postby Ipwn_ » Thu Apr 26, 2012 4:36 pm

sisiiii wrote:
Ipwn_ wrote:
G20 force from stats put into STR for warriors are not wasted stats. You can make speed rares to run faster and the effect that you get from those would probably more effective than getting better shoes. The only reason people dont do it is because they need the spots to use rares that people more commonly use such as Force


Agreed. If I can get G20 force on stats. I would put desire+robber with 0 move. Maybe 1 roses can kill D4 priest. Don't even need to move. (Y)


This is also assuming that the force from the stats doesnt stack with force from rares... If it does stack, imagine a fencer with g40 force.. '-_-

sisiiii
Posts: 92
Joined: Sat May 21, 2011 12:29 pm

Re: stat based skills and weapons

Postby sisiiii » Thu Apr 26, 2012 7:55 pm

Then the 'under powered' thief can kill a D4 priest with ice blast. (Y)

kylej
Posts: 199
Joined: Sat Mar 10, 2012 9:51 am

Re: stat based skills and weapons

Postby kylej » Fri Apr 27, 2012 1:03 pm

or 1 hit with max force distant (Y)


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