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Community => General Discussion => Topic started by: Mita on May 07, 2011, 03:31:21 AM

Poll
Question: Would you support stat-based adjustments to gameplay?
Option 1: Yes votes: 4
Option 2: No votes: 0
Title: Stat-based adjustments to skills, actions, requirements?
Post by: Mita on May 07, 2011, 03:31:21 AM
I have been thinking a lot about stats and how they influence the game, and I think they deserve a bit more influence... I'm not a mod here. So don't go thinking they are planning it. I hope to bring some awareness to the subject is all. If there is support, there is an idea for modding.

As stands, the basic stat choice is:
Str - HP, WeaponDamage
Dex - BandaidSpeed, SP (effects swingspeed)
Int - SpellAI (150+int), MP

So you usually get some one with 150 base str + either maxed dex or int, no matter what kind of character you are.

Although the stats are said to help with skills they are related to, I don't believe that is the case in most situations. Changing that may give more meaning to the choices we make. Strength already has an obvious huge plus - Health. That alone makes it the most important stat. But say your not a fighter... A crafter only benifits from Strength in holding more weight. What stat does he get next? Some dex for the hell of it, and some int for a decent manapool for protection. And if you ARE a fighter? Your choosing between dex (bandaids/swingspeed) or int (spellAI/mp). There is room for most skills to be effected by stats without upsetting the balance of pvp, while inviting incentive to try different stat builds. This would of course invite more players to have a crafter character that is not their main character becuase of the drastic stat-build changes, but really, its not much work, and its a unique way to add some variability to the no-skill-cap system.

I can give a few examples for thought...
Stealth: Added steps (dex/25)
Tailoring: Bonus success rate [after minimum is met] (dex/20 + int/50)
Inscription: Bonus success rate (int/25)
Fishing: Higher 'catch' teir chance...
Mining: Higher ore/stone/gem...
Spells: bonus spell damage [not applied as sdi, to match str's str*0.3 effect] (int / 5)
Spells: take less damage from spells [PvM] (int/20)%
Taming: Success chance bonus (int/50 + dex/100)%
Taming: less chance to anger (95 - (int/10 + dex/25))
Luck: penalty. final luck: (luck / (luck + int))
Spells: stat curses/buffs + (relativeStat/20 + int/25)... curse may drop stats by say... 19str/12dex/16int instead of 8/8/8. Single stat effect spells could have greater influence rates to promte their use over using 'curse'.
etc...

Even if you don't agree with my example amounts... I want to know, would you support having stats give bonuses and/or disadvantages to certain game aspects?
You are also welcome to give further stat-based suggestions.
Title: Re: Stat-based adjustments to skills, actions, requirements?
Post by: Diomedes on May 07, 2011, 12:03:02 PM
Love the Idea. The Curse idea Kinda scares me.... as even an 8/8/8 curse and make a persons life difficult for a duration of time... But other then i love all the ideas you have. I would love for stats to do more then they do.
Title: Re: Stat-based adjustments to skills, actions, requirements?
Post by: Mita on May 07, 2011, 03:09:25 PM
=) Agreed about cursed. (though there is RemoveCurse spells) Again, this topic is for awareness, not actually deciding values.

That being said... For curses, one could do
PvP: MageryEffect * [ (CasterInt + CasterStat) / (TargetInt + TargetStat) ]
PvM: MageryEffect + (TargetStat/(MageryEffect+2)) * [1 - (TargetStat / (TargetStat + CasterStat + CasterInt))
Indivisual Stats could be the same, but multiplied by 1.1 and then added 2 (effectively +1-3 to stat drop in PvP)

Assuming curse is [-8/-8/-8]... becuase i don't exactly remember anymore. ^_6
Note that the above PvM would give greater curse effects for lower magery, but at the cost of failing to curse more.

PvP values: (direct comparison)
Caster[150/120/50] to Target[200/200/100] = [-5/-4/-4]
Caster[200/200/100] to Target[200/200/100] = [-8/-8/-8]
Caster[200/200/100] to Target[150/120/50] = [-12/-14/-16]

PvM values: (porportionate)
Caster[200/150/100] to Target[50/30/20] = [-12/-10/-9]
Caster[200/150/100] to Target[200/150/100] = [-20/-17/-15]
Caster[200/150/100] to Target[500/300/300] = [-26/-21/-20]
Title: Re: Stat-based adjustments to skills, actions, requirements?
Post by: Kronen on May 08, 2011, 05:59:47 PM
for your curse suggestion to go through, i'd want to see remove curse no longer require positive karma.  in general i'd like to see karmic requirements removed mind you, it's just a pain here.


or for high resisting spells and int/dex to counter your suggested change fully.  curse is sick already - you can't compensate for the lowered elemental resists whilst under the effects of curse like you can corpse skin.
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