Monument ShadowMUD

Rogue

[02-03 19:01][Rogue]Malice: is the Murder combat stuff pure dex, then?
[02-03 19:01][Rogue]Icewolfz: -}-> when claucing stuff it tends to genrate a mod # <-{-
[02-03 19:01][Rogue]Icewolfz: -}-> based on right to left on help stats <-{-
[02-03 19:01][Rogue]Icewolfz: -}-> eg 1st stau is 100%, 2nd is like 80%, and ewrd is like 70% <-{-
[02-03 19:02][Rogue]Malice: if INT is in the damge/hit formula and not STR, I'd desperately need to respec. :(
[02-03 19:02][Rogue]Icewolfz: -}-> os it used a weighted factor on stas to attempt to balance and prevent ot much op <-{-
[02-03 19:02][Rogue]Icewolfz: -}-> may not notie as much <-{-
[02-03 19:02][Rogue]Icewolfz: -}-> as skills also factor into <-{-
[02-03 19:02][Rogue]Icewolfz: -}-> plus commands may have custom stuff as well <-{-
[02-03 19:03][Rogue]Icewolfz: -}-> ther are globla 'formuals' then per command stuff that cna override global defaults dependign on who coded and desired design <-{-
[02-03 19:03][Rogue]Malice nods.
[02-03 19:03][Rogue]Icewolfz: -}-> so ther is wiggle room <-{-
[02-03 19:03][Rogue]Icewolfz: -}-> but by the looks of it its probably dex, int, and charm <-{-
[02-03 19:03][Rogue]Malice: yea, I was curious on the Murder stuff specifically, as it's the only subclass with 100% combat abilities.
[02-03 19:03][Rogue]Icewolfz: -}-> in the weighted %s <-{-
[02-03 19:04][Rogue]Icewolfz: -}-> looks like it dos damge * weighted stat mod <-{-
[02-03 19:04][Rogue]Icewolfz: -}-> with some max based on command rank <-{-
[02-03 19:04][Rogue]Icewolfz: -}-> yeha its roghtl 100%, 85%, 75% <-{-
[02-03 19:04][Rogue]Icewolfz: -}-> up to max # for the command's rank <-{-
[02-03 19:04][Rogue]Malice: how much of a bastard would it be to code a stat reset room/item that would let you reassign all that stuff when you reach legend... for testing purposes?
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