Monument ShadowMUD

Rogue

[02-03 18:57][Rogue]Icewolfz: -}-> higher str etter chance you get free <-{-
[02-03 18:58][Rogue]Icewolfz: -}-> also i think factors when trying to pass someone that is blocking an exit <-{-
[02-03 18:58][Rogue]Icewolfz: -}-> so str has its used but proably wont effect your rogue abilites <-{-
[02-03 18:58][Rogue]Icewolfz: -}-> help traits <-{-
[02-03 18:58][Rogue]Malice: I'd love to know if you had the time... I figured DEX/STR/SKILLS/WEAPON would be in the damage formula for murder skills, not CHAR or INT. I could see INT being in the HIT/MISS calc, though I didn't think of that.
[02-03 18:58][Rogue]Icewolfz: -}-> general stats used for each type fo abiltiy <-{-
[02-03 18:59][Rogue]Icewolfz: -}-> granted it snot a hard rule as abilites are adjusted based on design but that help file is general guide <-{-
[02-03 18:59][Rogue]Icewolfz: -}-> it effects hit/miss more the ndamage i think <-{-
[02-03 19:00][Rogue]Icewolfz: -}-> and idle attacks for sure <-{-
[02-03 19:00][Rogue]Icewolfz: -}-> yeah abilites tend to be more focused stats based on deisgn not general <-{-
[02-03 19:01][Rogue]Icewolfz: -}-> so the dmage i beleave would be calcualted based on teh stats set for that ability <-{-
[02-03 19:01][Rogue]Icewolfz: -}-> assasisn tend ot be dex, int and charm by the looks of it <-{-
[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 <-{-
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