New ideas for alterations of races and classes

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daedroth
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Re: New ideas for alterations of races and classes

Postby daedroth » Sun Dec 11, 2016 1:56 am

I have always thought that pallys should lose dodge/mr while protecting. However I do not think protect should give 100% cover.
Disclaimer: Any ideas I come up with may not even meet my approval. I am just posting an idea based on the topic I have just read.
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NiteHawk
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Re: New ideas for alterations of races and classes

Postby NiteHawk » Sun Dec 11, 2016 6:17 am

daedroth wrote:NiteHawk:I dont suppose you could make a new locked thread (that you can update as changes are made - delegate if possible) with what the ideas you have decided to go with. I log on, check the forums and find 3 pages of reading!
This thread could be used to discuss the proposed changes (did someone propose this before? Honestly cant remember).


I mean yeah once I know where I am at anyways.

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NiteHawk
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Re: New ideas for alterations of races and classes

Postby NiteHawk » Sun Dec 11, 2016 6:30 am

Racial:
Dwarf: +1 str and +1 int. +2 AC.
Elemental: +2% resist, +5 damage reduction on spells.
Elf: +2% resist, 15% fizzle reduction.
Gnome: +5% resist, +3 stat allocation points.
Goblin: +2% resist.
HE: +3% resist, 10% fizzle reduction, only requires 2 points for a +1 stat.
Ling: +1% resist, 0.5 stamina second speed bonus.
Human: 5% fizzle reduction. Only requires 2 points for a +1 stat. -20% less cooldown? (They can drink pots every 6.45 seconds instead of 8.. Atm HOs have 6.8 seconds)

Classes:
Barb: -10MR bonus, +2.5% more dodge rate (sitting at -5% now), 10% more HP (2.5% more), +5% rage damage bonus, -1% agi less per rage, instead of 2%.
Druid: -3.5% agi dodge rate (-8.5 agi loss total). Which is about 5% on paper. THEY WILL GET THE AGI BACK IN MORPH. (+1 agi to cat and bear). Fix scaling.
Monk: Meditate skill. Similar to druids but self only.
Paladin: While protecting remove 5% of the negative MR they get. (so would be 5% dodge, 10% MR.. aka better)
Ranger: +1% MR bonus, Pet balancing (pets are far to op)
Sorc: Adjust starting attacks. (Aka they gain attacks a little faster.)
Thief: DW or something else. Traps are a thing, but they will take a longer time to code. Fix /steal XP, take a look at fail rate.

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daedroth
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Re: New ideas for alterations of races and classes

Postby daedroth » Sun Dec 11, 2016 6:35 am

NiteHawk wrote:
daedroth wrote:NiteHawk:I dont suppose you could make a new locked thread (that you can update as changes are made - delegate if possible) with what the ideas you have decided to go with. I log on, check the forums and find 3 pages of reading!
This thread could be used to discuss the proposed changes (did someone propose this before? Honestly cant remember).


I mean yeah once I know where I am at anyways.


What I mean is to open up a thread with what changes you have decided so far (that only you or another staff member can post on); you can easy change it (or add to it as you go) when you change your mind. This way we will see what you have decided on in one page then debate it here. Does that make sense?

Oh yeh, you could even colour coordinate it. Green = Yes, Orange = maybe, Red = no. So you could add in the ideas you have disregarded as well... meh.
Disclaimer: Any ideas I come up with may not even meet my approval. I am just posting an idea based on the topic I have just read.
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Honzo
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Re: New ideas for alterations of races and classes

Postby Honzo » Sun Dec 11, 2016 10:31 am

NiteHawk wrote:Racial:
Dwarf: +1 str and +1 int. +2 AC.
Elemental: +2% resist, +5 damage reduction on spells.
Elf: +2% resist, 15% fizzle reduction.
Gnome: +5% resist, +3 stat allocation points.
Goblin: +2% resist.
HE: +3% resist, 10% fizzle reduction, only requires 2 points for a +1 stat.
Ling: +1% resist, 0.5 stamina second speed bonus.
Human: 5% fizzle reduction. Only requires 2 points for a +1 stat. -20% less cooldown? (They can drink pots every 6.45 seconds instead of 8.. Atm HOs have 6.8 seconds)

Classes:
Barb: -10MR bonus, +2.5% more dodge rate (sitting at -5% now), 10% more HP (2.5% more), +5% rage damage bonus, -1% agi less per rage, instead of 2%.
Druid: -3.5% agi dodge rate (-8.5 agi loss total). Which is about 5% on paper. THEY WILL GET THE AGI BACK IN MORPH. (+1 agi to cat and bear). Fix scaling.
Monk: Meditate skill. Similar to druids but self only.
Paladin: While protecting remove 5% of the negative MR they get. (so would be 5% dodge, 10% MR.. aka better)
Ranger: +1% MR bonus, Pet balancing (pets are far to op)
Sorc: Adjust starting attacks. (Aka they gain attacks a little faster.)
Thief: DW or something else. Traps are a thing, but they will take a longer time to code. Fix /steal XP, take a look at fail rate.


I think this looks fairly solid tbh. Thanks for allowing us to put up ideas and you actually consider and converse with us about them. I'm excited to see what these will do to shake stuff up some! The +1 point for 2 stats was perfect on Human/HE.

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Re: New ideas for alterations of races and classes

Postby Thi » Sun Dec 11, 2016 12:00 pm

Folder wrote:I agree that the MP increase on gnomes is negligible, I think the extra stat(s) are the most important bit.

The problem with guards being too gimped is it becomes pointless to guard if you can instead heal the target of attacks. Frankly a guardian is almost useless compared to a cav. Cavs get more hp, more damage, taunt that effects the entire group, they don't need INT so they have more well rounded stats, and they have the same defense as a paladin. Now they can't heal, but that doesn't matter because again taunt covers their entire party. Talking PVE here, obviously. PVP taunt isn't going to make people attack you but it's still damage reduction if they are.

I promise I'm all for balance, truly, but I think we are risking pushing guards into being useless for the one thing they do. I believe it's 5% less DODGE and not 5% less AGI, is that right? That's ~2 agi now, ~4 agi if we double it. So yea a halfling would dodge like an orc, while having 825 hp. That's no bueno.

This says everything.

Let's assume for a second that Cavs will be able to taunt 50% of the attacks, meaning less attacks will hit the rest of the group, so there would be little purpose to carrying a guard, other than protecting a priest for example, cause they heal everyone else and if they die things go crazy.

So all in all, they will be an OK class that won't fit a niche or purpose, Cavs will tank most of the hits, priests will heal the rest, potions will cover the marginal effect healing wise that guardians can cover while they wait for a priest heal.

So, it might hold merit to consider what are we going to use them for and what are their expected purpose as a class.
Thi
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NiteHawk
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Re: New ideas for alterations of races and classes

Postby NiteHawk » Sun Dec 11, 2016 5:18 pm

Actually, while testing, I realized the two values are reversed by mistake.

It was meant to be 15% MR loss and 5% Dodge. Instead, it is 15% Dodge loss and 5% MR.

That would probably explain why you feel like you dodge alot more rough. That's probably noticeable. With 22 AGI you probably lose about 3.3 of that (yeah percentage values do work for AGI when its based in the formula).

I'll be adjusting it, that should honestly fix it. 5% Dodge, 10% MR.

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Lateralus
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Re: New ideas for alterations of races and classes

Postby Lateralus » Sun Dec 11, 2016 5:50 pm

When you say fizzle reduction on elves does that translate 15% less fizzles at 25? Meaning elves healing or damage as a sorc will hit more often than the other races?

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Re: New ideas for alterations of races and classes

Postby NiteHawk » Sun Dec 11, 2016 5:59 pm

Lateralus wrote:When you say fizzle reduction on elves does that translate 15% less fizzles at 25? Meaning elves healing or damage as a sorc will hit more often than the other races?


No, it's not like saying you'd get 15% reduction completely. It's based off the fizzle chance final value.

Each spell has a fizzle rate minimum and a certain level. Normally now you will fizzle between 20-25% on average when you first get the spell. it doesn not mean 15% is removed from this. It would be 20"0.85 for example. So 17% fizzle rate instead of 20%.

The minimum fizzle rate is typically between 2-5% for MOST spells (not all), so if a spell has 5%, it now becomes 4.25% fizzle rate.

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Re: New ideas for alterations of races and classes

Postby NiteHawk » Sun Dec 11, 2016 6:22 pm

Dwarf: +2 AC, +1 STR, +1 INT, +2 Allocation Point.
Elemental: +1% Magic Resist, +5 Spell Damage Negation.
Elf: 15% Fizzle Rate Reduction, +2% Magic Resist.
Gnome: +5% Magic Resist, +3 Allocation Points.
Goblin: +3% Magic Resist.
Half-Elf: +3% Magic Resist, 10% Fizzle Rate Reduction, Bonus Stat Only Requires 2 Allocation Points Instead Of 5.
Halfling: +1% Magic Resist, -0.5 Stamina Speed.
Half-Orc: +5% Cooldown Timer
Human: -15% Cooldown Timer, 5% Fizzle Rate Reduction, Bonus Stat Only Requires 2 Allocation Points Instead Of 5.

Barbarian: -5% Magic Resistance, +2.5 Dodge Modifier, +2.5% HP, +5% Rage Damage Bonus, Only Lose 1.25% AGI Per Rage Instead of 3%.
Knight: -2.5% HP.
Cleric: Adjusted Attacks Gains On Levels. (4,13,25)
Druid: -10 Mana On Nourish (10 To Cast), -5% Less Dodge Out Of Morph, Boosted Amount Healed with Nourish A Small Amount. +1 AGI in CAT/BEAR Form (Negates the loss of dodge out of morph.), Druid Morph Scaling Adjustments. (You'll get around 80% of all stats at level 10.), Adjusted Attacks Gains On Levels. (4,13,25)
Monk: Meditate. Based On Level and INT. Also Removes Poison.
Paladin: Fixed /Protect. (5% Dodge Loss/10% MR Loss.).
Necromancer: Adjusted Attacks Gains On Levels. (4,14,25)
Sorcerer: Adjusted Attacks Gains On Levels. (4,14,25)
Rangers: PENDING CHANGES.
Thief: PENDING CHANGES.


Overall about 2% MR gain removal with his WIS. (The formula). (I.E. Gnomes had 20%, now have 25%.. with 22 wis it was around 75% resist, then with 25% its now 77%. It's now back to 75% with the new formula. The reason for this is that gnomes will have the highest MR, and then it will scale a little bit more now rather then all races being TOO similar. It isn't a big change though as I said though.)

----

So far locally, this is what I've done. I had to adjust druids a bit to compensate for the extra AGI, otherwise they would of gained more in morph then they lost. But it should be OK. Druids now start off with a higher base, (about 80% their total) rather then what it was now.

Knights get a -5% HP decrease. I feel that this is just with all the changes they got, plus the pending shield bash they will get. It means barbarians and them got a role reversal for max HP.

Barb Rage was actually at 3% per agi. I've set it to 1.25% now. I feel that is OK.

Half-Orcs get a bonus of 10% on their cooldown rather than 15%. Humans get 15% cooldown. The cooldown effects both the combat timer and potion timer atm. About 1-1.5 seconds off both really.

Protect was fixed as I specified above, the MR/Dodge were at invalid numbers.

Meditate is based on INT but it still has a decent base, so it's still OKAY but not GREAT with 10 int.


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