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Author Topic: 5.0 FAQ  (Read 1893 times)
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Dlorak
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« on: July 09, 2008, 11:06:28 PM »



Quest 5.0 FAQ

Q: OMG my toon is gone??
A: And so is everyone else's character, we had a full wipe.

Q. What happened to monsters? What do these monster stats mean?
A: Monsters have stats like players do: str / hp / def / dex
Notice the purple box: 2/L11/H53/S28/D1.1% (-26)/X20
The numbers in that box are monster stats.
[Rare Drop Level] / [Monster Level] / [HP] / [STR] / [ARMOR AND DEF] / [DEX]
So, as in the example, this "Evil Cat" has the following stats:
  • rare drop level of 2
  • monster level of 11 (monster level 11 is the same a player-level 11!)
  • 53 HP
  • prevents 1.1% of incoming damage, and prevents 26 of incoming damage
  • 20 DEX

Q. Why do monsters dodge so darn much?
A: all monsters and players both have a 5% chance to dodge.
However, if one player has more dexterity than the monster (or vice versa!) then the faster player has an extra chance to dodge! These types of dodges will be indicated clearly by the statement "It is too dexteritous for you"

Q: How do I level my skills?
highlight a skill from your skill tree. THen, in the blue box, double click to select all your skill exp. Click the "Crush" button to spend the exp!

Q: My Skill EXP Pool went to a huge negative number after I spent EXP!
A: Sorry, thats a bug. Will be fixed soon. Until we fix it, try unequipping a peice of equipment: the pool should refresh!

Q: I spent my skill exp, but my skill didn't level up! HUH?
A: Another bug ><. Fight one battle and you should notice your skill tree refreshes with the new value.

Q: When do I get my next spell?
A: Spend skill exp. All trees currently have a new spell every 5 skill levels.

Q: These new spells suck. only tree X is useful! And tree X sucks! *snort*
A: That wasn't a question. But here's a response:
Maybe you are right. The new spells are different from the old spells. Not all spells are created equal. New spells will be added as the game develops. Some spells may even require you to be skilled in two different trees...
Here's a quick summary of each spell tree to help you pick a tree: (copied from the version log)
*SPELLS: fire does high damage, not based on INT.
*SPELLS: holy has healing spells that increase in MP-efficiency and healing-potentcy.
*SPELLS: Earth and Water are int-based spell trees. very "normal" damage.
*SPELLS: Shadow spells deal int-based damage and leech a certain percentage of damage delt into HP. Less damage than Earth or Water.

Q: what is the formula for X?
A: check the version log. Not satisfied with how they are described in the version logs? Post your question on the forums.

Q: How do I mine on the map?
A: find the rockiest looking terrain you can. HINT: there are some mining tiles at the end of the path going east from town.
Stand on one of those rocky tiles, and use the mining cursor (right click on the map to change cursors).
Click and presto! you're mining!

Q: What is a jewel? where can I get one?
A: Mine on the map, OR take a rare to the armory for "siphoning"... The Blacksmith only makes himself visible to those with rares or jewels, so you'll have to find a rare first!

Q: How do I get more HP?
A: Level up Smiley
Other than that, you get +0.5HP for every point in DEF.

Q: My Weapon is power 50?? SWEET!
A: not so sweet. Weapons are now a multiplier to your existing STR. 50 means 50%. So 20STR character with a 50% weapon does 10 damage (before DEF is applied). Don't worry: the 100% weapons are only 1250gold at the armory.

Q: I can't use healing spells outside of battle??
A: Sorry, another bug ><
You can still use the healing spells by binding them to a HOTKEY in the F2 menu.
However, make sure you have access to a healing spell! (they are all in the "Holy" tree).


THANK YOU
to everyone who asked these questions on release night!
« Last Edit: July 10, 2008, 01:39:08 AM by Dlorak » Logged
Sir_Jose
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« Reply #1 on: July 10, 2008, 06:51:34 AM »

Does mining skill effect anything at all mining on map?
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Gungrave
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« Reply #2 on: July 10, 2008, 01:34:09 PM »

also, why isnt fire based off of int? what is it based from? because then cant warriors just use fire as effectively as mages?

right now it seems int doesnt effect spell damage, just the different ranks..even earth and water, is that right?
« Last Edit: July 10, 2008, 02:09:03 PM by Gungrave » Logged
Dlorak
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« Reply #3 on: July 10, 2008, 05:10:01 PM »

also, why isnt fire based off of int? what is it based from? because then cant warriors just use fire as effectively as mages?

right now it seems int doesnt effect spell damage, just the different ranks..even earth and water, is that right?

All spell trees are based on int. However, fire is relatively independent of INT. If a fighter wants to invest his skill points into fire then I'd call him more of a fighter-mage hybrid.
Earth and water do damage entirely based on int. However, you may be noticing the cap on damage for weaker spells. All spells have a point at which you need to get more skill (to get a higher spell) to do any more damage.

Does mining skill effect anything at all mining on map?
Yes, you can mine jewels with higher mods with a higher mining skill. Mining skill, however, does not increase your chances of mining jewels or the jewel's success rate. Doesn't mean those ideas wouldn't make for some good discussion...


More questions:
Q: OK, I bound a spell to a hotkey, but nothing happens!
A: Right, it certainly looks that way. There is a bug causing the screen to fail to update after using a healing spell outside of battle. When you heal to full HP (many clicks later in most cases!) you will notice the screen updates. So, mash that healing key to update your screen stats!

Q: Lightning spells... it doesnt say how they work anywhere ??
A: Lightning spells completely ignore ALL types of DEF. It ignores armor, it ignores the (-XX) part. Everything.
« Last Edit: July 10, 2008, 05:37:05 PM by Dlorak » Logged
Gungrave
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« Reply #4 on: July 10, 2008, 06:54:50 PM »

does weapon skill effect chance to hit?
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Gungrave
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« Reply #5 on: July 10, 2008, 08:13:57 PM »

also, how do spell ranks work?

my crumble spell from rank like 7-10 all do the same damage, why?
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Jon_Deciple
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« Reply #6 on: July 11, 2008, 10:11:34 AM »

can you give us a bit more information on how spell damage is calculated?

i mean, for fighters its easy for us to calculate the expected damage to mobs, and for mages there was a few general formulas that seemed to hold true, but soo far its pretty vague as to how all the spells work.

I mean, if your like me and want to know how much damage each build will do, and which is best for you, there just isnt enough information to make a decision. Any additional information you can provide would be helpfull


for instance:
what spells are there for each class? what sort of power will they have? what amount of exp do we need for them? how much MP will they cost?
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Gungrave
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« Reply #7 on: July 11, 2008, 12:43:35 PM »

forget about what I said about the whole spell and rank issue, It was because my int was really low due to a bug, I think everythings fine now with the ranks
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Dlorak
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« Reply #8 on: July 11, 2008, 12:54:55 PM »

what spells are there for each class? what sort of power will they have? what amount of exp do we need for them? how much MP will they cost?

get your sherlock holmes hat on and find out  Lips Sealed
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Annily
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« Reply #9 on: July 11, 2008, 10:42:15 PM »

whats the def formula? same as pre-reset?
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hoya999
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« Reply #10 on: July 11, 2008, 11:03:17 PM »

as far as i can tell, its pretty much the same, (3 def=2 damage reduction) except now every point u add in def gives u 0.5 hp too
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Jon_Deciple
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« Reply #11 on: July 12, 2008, 02:50:12 AM »

Sigh, that takes effort. and time. and effort.


As to the damage, i believe its something like

(str + str mods) * weapon power / 100 = base damage

base damage * .5 - (base damage * armor power / 100) - ((def + def mods) * .66) = damage taken


should be something like that, havent had a chance to test it yet tho





What i want to know is how does dex work? how does multiple first hits work? what dex is needed for multiple hits? is it worth taking? (from what i have seen thus far, the answer is no because chances are good your not gonna get first hit anyways [the mobs vary too much to anticipate if your gonna hit first] so might as well take the first hit and go for def)


how do mages PvP? what sort of formula was rigged for that?
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Sir_Jose
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« Reply #12 on: July 12, 2008, 05:40:23 AM »

So when siphoning an item into a jewel, im guessing the MP/HP mod of the item doesnt affect the jewel's mods?
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Tina
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« Reply #13 on: July 12, 2008, 10:20:59 AM »

*wonders out loud if there is any effective way of shutting jon up...ever*
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inurro
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« Reply #14 on: July 12, 2008, 06:38:28 PM »

from what i have seen thus far, the answer is no because chances are good your not gonna get first hit anyways

I get first hit on a level 21 char >_> and after that i get 2 hits for every hit the monster gets. I think it depends on both your dex and the monsters dex. (These hits are on semi low level monsters
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Jon_Deciple
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« Reply #15 on: July 12, 2008, 10:22:48 PM »

i didnt say i wouldnt try... i just commented how it took more effort to get the same results.

anyways, that aside, my other two questions were perfectly valid. I dont see how your statment about getting me to shut up has any merit in this thread. Except maybe now, after writing this post.

Oh and i thought i might mention it here... the "map loading" text doesnt seem to cover the detailed stats / meditate button area as it should. Not that im complaining. Just an observation.
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warpath
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« Reply #16 on: July 19, 2008, 08:47:36 AM »

It says that you can dodge with dex..so anyone care to elaborate the formula or something? Like how many dex is needed for like 70% chance for dodge, ect.? And how does the monsters dex affect its hit rate against you?
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hoya999
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« Reply #17 on: July 23, 2008, 07:59:17 PM »


Q: These new spells suck. only tree X is useful! And tree X sucks! *snort*
A: That wasn't a question. But here's a response:
Maybe you are right. The new spells are different from the old spells. Not all spells are created equal. New spells will be added as the game develops. Some spells may even require you to be skilled in two different trees...
Here's a quick summary of each spell tree to help you pick a tree: (copied from the version log)

*SPELLS: holy has healing spells that increase in MP-efficiency and healing-potentcy.


if holy spells are suppose to increase in mp efficiency, why do the higher number heal spells get less mp efficient in game?
for example,
heal 1 heals 14hp for 1 mp
heal 2 heals 17hp for 2 mp
heal 3 heals 20hp for 4 mp
heal 4 heals 24hp for 5 mp
heal 5 heals 28hp for 6 mp
heal 6 heals 32hp for 8 mp

at level 1 u are getting 14 hp per mp used, but by heal 6 you are only getting 4hp per mp used. this means the heal spells are getting less and less mp efficient instead of more efficient like advertised in the version log. the efficiency should be going up, not down lol.
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PerfectParadox
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« Reply #18 on: July 23, 2008, 08:18:40 PM »

You haven't capped the spells. Still, it makes sense that an increase in power would result in lower efficiency, that's a typical trade-off.
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Lyrael
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« Reply #19 on: July 23, 2008, 08:38:09 PM »


Q: These new spells suck. only tree X is useful! And tree X sucks! *snort*
A: That wasn't a question. But here's a response:
Maybe you are right. The new spells are different from the old spells. Not all spells are created equal. New spells will be added as the game develops. Some spells may even require you to be skilled in two different trees...
Here's a quick summary of each spell tree to help you pick a tree: (copied from the version log)

*SPELLS: holy has healing spells that increase in MP-efficiency and healing-potentcy.




if holy spells are suppose to increase in mp efficiency, why do the higher number heal spells get less mp efficient in game?
for example,
heal 1 heals 14hp for 1 mp
heal 2 heals 17hp for 2 mp
heal 3 heals 20hp for 4 mp
heal 4 heals 24hp for 5 mp
heal 5 heals 28hp for 6 mp
heal 6 heals 32hp for 8 mp

at level 1 u are getting 14 hp per mp used, but by heal 6 you are only getting 4hp per mp used. this means the heal spells are getting less and less mp efficient instead of more efficient like advertised in the version log. the efficiency should be going up, not down lol.

I'd say get some INT, but I agree fighters need access to a 'fire' version of holy - something less dependant on INT for healing with. High INT mages should still be better off with Holy but fighters simply can't push the effectiveness very far.
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