| [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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