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Author Topic: New Quest v2.0 (item mods, def formula, number crunching)  (Read 1057 times)
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warpath
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« Reply #20 on: May 02, 2008, 07:23:12 AM »

for real why should ur main stat be penalized if u choose to use a diffrent type of weapon i like the higher mods but -mods are not whats up

I think it goes along the lines of supers should be harder to use and/or supers should have some time to get used to and not just power lvl once someone finds one. The question shouldn't be why is there a negative stat as Jon clearly stated that he won't back off from this idea. But the idea of finding the perfect or near perfect balance of power, bonus mods and the negative mods.

As for builds the ones i can think of is pure damage char, a dex build,tanks with massive amounts of hp (or def with this version), a balanced one with just enough of each stat and you can tweak the balanced build to make it suitable for a super.
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TenaciousD
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« Reply #21 on: May 02, 2008, 10:40:58 AM »

More coding...

But.. what about making the bonuses/negatives on rares/supers scale with the related weapon skill. Such as:

HoT: #25, #3608 crush -6 DEF, +1375 HP, -704 dex under your last specs posted. The new range would be like:

Weapon Skill Bonuses for HoT:
crush 1-50: -50 DEF, +100 HP, -704 DEX
crush 51-100: -40 DEF +300 HP, -654 DEX
crush 101-150: -30 DEF +500 HP, -600 DEX
crush 151-200: -20 DEF, +750 HP, -550 DEX
crush 201-300: -15 DEF, +1000 HP. - 500 DEX
crush 301-400: -10 DEF, +1250 HP, -450 DEX
crush 401+: -6 DEF, +1375 HP, -400 DEX

balanced out of course, but you get the idea.
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Jon_Deciple
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« Reply #22 on: May 02, 2008, 01:33:53 PM »

that is an idea, but i dont know how hard it would be to code in... I have been having a hellofa time trying to get ahold of Dlorak and Jousers busy with this mob battle bug... Either way i was hoping to have some accessories that would add % bonuses, perhaps those could effect based on skill as well, but thats something i gotta check with the devs first on
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Sora
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« Reply #23 on: May 02, 2008, 02:33:02 PM »

Negative stats are pointless on any piece of armor/weapon in this game.  The easiest solution to this is to just give certain weapons +DEX/INT mods of varying sizes.  For example what is the difference between:

Hammer Example = -250 DEX
Dagger Example = -200 DEX

and

Hammer Example = +0 DEX
Dagger Example = +50 DEX

It gets the same basic concept across without penalizing anyone.

All the weapons show as I have pointed out before in the past is that you show a heavy bias towards STR based chars and don't seem to care or take into account what other builds focus on or need.  As long as you can hit hard what do you care about any other stats is the vibe I get from reading all these posts. Yes, wearing heavy clothing, and items in real life would slow you down, but when was the last time you fought a Leviathan or a rabid chicken in real life?  Real life physics does not apply.  There are ways to alter the way weapons work without having to penalize others.  Use that frame of mind before posting elaborate formulas and major ideas to alter the game just with the sole purpose of gimping some players only to make a build you prefer stronger.
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« Reply #24 on: May 02, 2008, 02:53:33 PM »

Negative stats are pointless on any piece of armor/weapon in this game.  The easiest solution to this is to just give certain weapons +DEX/INT mods of varying sizes.  For example what is the difference between:

Hammer Example = -250 DEX
Dagger Example = -200 DEX

and

Hammer Example = +0 DEX
Dagger Example = +50 DEX

It gets the same basic concept across without penalizing anyone.


Sora has a good point here.
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Jon_Deciple
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« Reply #25 on: May 02, 2008, 03:25:22 PM »

the difference is a lvl 50 char wont have the dex to get first hit with that weapon, so it might be harder for them to level, which would discourage chars from using an ultra high lvl weapon. This way if someone finds a super right off it wont help them as much as it does now, evening the playing feild a bit.
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