View Full Version : Dex/Str/Int
Pwnography
01-10-2010, 02:18 PM
Anyone else think these need to have more of an effect?I definitely do.I think Dex/Str dont make a difference big enough to be worth stacking,nor int. Dex/Str should go like this.... Very Slow weapon +5 damage per point - Slow Weapon +4 damage per point - Medium Weapon +3 damage per point - Fast Weapon +2 damage per point. Also i believe that 9 mana per Int point isnt enough,it should be doubled atleast. The eve's amulet which has +10 int,thats 90 mana, which is 10 less then a lvl 27 amulet which gives 100 mana. This is my opinion.What do you think? :p
Mattdoesrock
01-10-2010, 03:03 PM
Very Slow weapon +10 damage per point
Are you serious??
So people with full str sets (and there are several) can have +5 + 5 + 5 + 5 + 5 + 5 AND THEN bonus damage from their weapon. So they can get 300 dmg just from strength? So they do base dmg of 900?
Even having strength on your BP, pauldrons and weapon is an extra 150 damage.
Waaaay too high.
Pwnography
01-10-2010, 03:07 PM
Are you serious??
So people with full str sets (and there are several) can have +5 + 5 + 5 + 5 + 5 + 5 AND THEN bonus damage from their weapon. So they can get 300 dmg just from strength? So they do base dmg of 900?
Even having strength on your BP, pauldrons and weapon is an extra 150 damage.
Waaaay too high.
well something like that,because atm str is useless imo,and warriors both barbs a knights should stack cons
Nikor
01-10-2010, 03:08 PM
So people with full str sets (and there are several) can have +5 + 5 + 5 + 5 + 5 + 5 AND THEN bonus damage from their weapon. So they can get 300 dmg just from strength? So they do base dmg of 900?
You forget the base str characters have, this is just the extra str. It's easy enough to get to 100 str, that would be 1000 dmg just from str. Add to that weapon damage, passive dmg bonus, maybe berzerk and we're talking about 2k normals. And then think colossus...
Waaaay too high.
I agree, unless constitution would be changed as well to give 100 health each or so.
Pwnography
01-10-2010, 03:36 PM
You forget the base str characters have, this is just the extra str. It's easy enough to get to 100 str, that would be 1000 dmg just from str. Add to that weapon damage, passive dmg bonus, maybe berzerk and we're talking about 2k normals. And then think colossus...
I agree, unless constitution would be changed as well to give 100 health each or so.
damn now i feel like a nub,well maybe have it so str with V.S=5 damage,Slow=4,etc
I'd have to agree that there should be more of an impact on bumping up your primary stats. Since the dmg nerf, there's really been no need to bump up your primary stat since your overall damage output doesn't really raise much. But I don't think it should be that simple.
Instead I think that your primary attribute should affect your critical hit chances more. But to be honest there's things in this game that don't work..like:
Evasion - adding points into it or trying to get it up is pointless
Concentration - again...pointless
Hit Chance - 'cmon this hasn't worked since I started playing this game
and so on...
I've tested these and many others extensively and at times I evade more hits without buffing evasion, and I hit just as often when using -Hit Chance skills.
Anyway - ...lots could change.
DemonMonger
01-10-2010, 05:49 PM
I'd have to agree that there should be more of an impact on bumping up your primary stats. Since the dmg nerf, there's really been no need to bump up your primary stat since your overall damage output doesn't really raise much. But I don't think it should be that simple.
Instead I think that your primary attribute should affect your critical hit chances more. But to be honest there's things in this game that don't work..like:
Evasion - adding points into it or trying to get it up is pointless
Concentration - again...pointless
Hit Chance - 'cmon this hasn't worked since I started playing this game
and so on...
I've tested these and many others extensively and at times I evade more hits without buffing evasion, and I hit just as often when using -Hit Chance skills.
Anyway - ...lots could change.
You are not the only one that spent months testing..... and 100% evade/hitchance/critical rate do not have any noticeable effects.
I tested 100+ evasion and it was the same as 60 evasion.. 60 evasion was the same as 40 evasion.
Seems the only thing that matters is damage per second..... or max damage per hit.
Kyrottimus
01-10-2010, 10:26 PM
It would be nice if NGD cleared all this up by, either via the Help Menu or in the character window, explained how each stat is calculated and how one works v.s another in combat checks.
E.G.: In THEORY, it should be The attacker's Concentration (in the form of Spell focus) vs. the target's Intelligence (Spell resistance).
I don't know how the checks work between the spell-caster and the target of a spell-attack but maybe a clear-cut, numerical X vs. Y in the help screen can help players better understand how to build their characters and set up their gear to fit the build they want.
Also, in the character screen, values such as Evade Chance and Block Chance are already shown. Values like Spell Focus and Spell Resist are not (even though there are items and spells that augment the two) and should be added to the character menu to be kept track of.
Once EVERY stat point involved in a character is known and factored and its function is fully transparent, can we as players begin to really capitalize on all the subtleties of builds and their effects.
DemonMonger
01-10-2010, 10:40 PM
It would be nice if NGD cleared all this up by, either via the Help Menu or in the character window, explained how each stat is calculated and how one works v.s another in combat checks.
E.G.: In THEORY, it should be The attacker's Concentration (in the form of Spell focus) vs. the target's Intelligence (Spell resistance).
I don't know how the checks work between the spell-caster and the target of a spell-attack but maybe a clear-cut, numerical X vs. Y in the help screen can help players better understand how to build their characters and set up their gear to fit the build they want.
Also, in the character screen, values such as Evade Chance and Block Chance are already shown. Values like Spell Focus and Spell Resist are not (even though there are items and spells that augment the two) and should be added to the character menu to be kept track of.
Once EVERY stat point involved in a character is known and factored and its function is fully transparent, can we as players begin to really capitalize on all the subtleties of builds and their effects.
+1 It would be nice if it worked as it was designed to...
I can recall in the past when megrim (admin) was around, it was said
constitution helps you defend against cc spells that Knock and so forth.
Dex was supposed to assist in evasion (at the time it didnt even reflect in menu, now it reflects in menu but the % is in accurate as to what happens in combat)
this video shows how agile a person becomes when they put points into evasion http://www.youtube.com/watch?v=W1a01vFUT1c&feature=related
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