Martin901
Member

Greetings. I believe that the basis of a good RPG, is in how the development of character building. Currently, I have not visited the test server, but I visit it before, and the truth the system seemed very strange, monster Regen, Parry, but I do not think the idea is bad but as they did confuse a little, so many numbers here and there, also had a parry I think of 0.01% and still evaded, maybe they should check how they distribute the effects in the stats , later see the test server again. Perhaps the idea does not look very good, but as the years have not seen a very welldefined base on the subject of stats, and how to develop them I would like to show my suggestion, to see if something can help developers. Restructuring of some values of the game I want to give a value more defined the STATS of the game and other things. First Strength The stat for physical classes, increases the weapon damage and the Physcal Power. The normal base is 100, should be more than 100 Example: 150, the weapon damage is 150%, i.e. only the base score only defines the weapon damage. That is to say that 100 points = 100% weapon damage for physical classes and 5% extra Hit Chance. If you add more by enchantments, you are only going to increase Physcal Power and Hit Chance. That is to say that 50 extra points = +50 Physcal Power, +2% Hit Chance. Intellect The stat for caster classes, increases the weapon damage and the Spell Power. The normal base is 100, should be more than 100 Example: 150, the weapon damage is 150%, i.e. only the base score only defines the weapon damage. If you add more by enchantments, you are only going to increase Spell Power and Extra Hit Chance. That is to say that 50 extra points = +50 Spell Power, +2% Hit Chance. Important Note: In the case of these STATS, which define the weapon damage. To the weapon damage of both adding a type of damage (Physical, Spell), i.e. If your WD is 200200 and the extra for enchance for example 400 (Spell Damage), adding this to the STATS of the Weapon Damage, leaving as well: 200200 (Weapon Damage) + 400 (Extra of Spell Damage), this value of divided between the min and max damage of weapon = 400400 (Total Weapon Damage) Endurace The stat for HP ONLY. The normal base is 100, should be more than 100 Example: 120 points, the original HP increases by 20%. That is to say that 100 points = 100% of the original HP If you add more by enchantments, you are only going to increase HP. That is to say that 50 extra points = 100 Extra HP Bonus of The Enchantment A bonus of 100 extra HP from the enchantment is compounded + level player leaving a best bonus for high level players. Example: 100 extra HP (by 50 of the enchantment) + level player (in this case 60) = 160 (the total bonus) New Base Of The HP Now at level 1, the initial HP will be 500, and for each level which will raise HP base increases by 25 points, then at level 60, HP is 2000 (500 base HP + 1500 LvL) and level 85 (Actually the level cap) HP is 2625 (500 base HP + 2125 LvL). Whithout enchants. Dexterity Increases the Hit Chance, Evasion Chance of Physical attacks, and Haste for Physcal Classes. The normal base is 50, should be more than 50 Example:100 points, the effects are doubled.(No Hit Chance) That is to say that 50 points = 90% of Hit Chance, 10% Evasion for Physcal Attacks, 10% Haste of Physcal Classes. If you add more by enchantments, you are only going to increase the Haste of Physcal Classes and evasion of physcal attacks. That is to say that 25 extra points = 2% extra Evasion for Physcal Attacks, 2% extra Haste of Physcal Classes The rest can be based on payer´s level or class skills. Wisdom Increases the Hit Chance, Evasion Chance of Spell attacks, and Haste for Caster Classes. The normal base is 50, should be more than 50 Example:100 points, the effects are doubled.(No Hit Chance) That is to say that 50 points = 90% of Hit Chance, 10% Evasion for Spell Attacks, 10% Haste of Caster Classes. If you add more by enchantments, you are only going to increase the Haste of Caster Classes and evasion of spell attacks. That is to say that 25 extra points = 2% extra Evasion for Spell Attacks, 2% extra Haste of Caster Classes The rest can be based on payer´s level or class skills. Luck Increases the Crit Chance and damage, also increases the luck you have to get better and greater amount of objects, and best of luck in what it is of games of chance. The normal base is 100, should be more than 100 Example: 150 points, increase The effects of the STAT by 50%. That is to say that 100 points = 10% Crit Chance and Crit damage. If you add more by enchantments, you are only going to increase The effects of the STAT. That is to say that 100 extra points = +10% Extra Crit Chance, Crit Damage increases by 30%. That is to say that 50 extra points = +5% Extra Crit Chance, Crit Damage increases by 15%. Example: Rogue: Strength: 80 (80% Weapon Damage Physcal) Intellect: 50 (50% Weapon Damage Magical) No effect because its auto attack and skill are not magical. Endurace: 80 (80% Of the total HP) Dexterity: 90 (90% Hit Chance 18%, Evasion for Physcal Attacks, 18% Haste) Widsom: 60 (90% Hit Chance 12%, Evasion for Magical Attacks, 12% Haste (No effect on Rogue because not is magical class)) Luck: 70 (7% Crit Chance, and Crit damage). Taken From : RE: =AQW= Feature and Functionality Suggestions IV Page 2 As you can see here, the stat luck feels a little more balanced (from my point of view), because it will not depend so much on this, but also the other stats, that also play an important role in the time of battling a boss (depending on the role you have to be fighter, caster or support), clearly needs to be polished so the players and members of the forum could help develop this so that the game is somehow balanced (in my opinion). that if when changing the stats and how they develop will also have to deal with the enchantments, Fighter, wizard, Healer, Thief, Spellcrafter, luck, adventurer (forgotten but would be a very good enchantment as it is balanced, and should be included in the sales of enchantments) and as distributed in the sets, Mana Regen Model (i don´t domine that part very well), so here I leave a recommendation for enchants. Enchantments Well I want to make a change in the enchantments, which is not very large, only I will change how much will give each part a set of armor. Weapon Part: This part will be based on the player's level twice, at first it seems very weak but then earns great force as the player levelup Example: Level 60 (120 Points per enchantment) Armor Part: This part will be based on the player's level with a bonus of 50% , at first it seems very weak but then earns force as the player levelup Example: Level 60 (90 Points per enchantment) Helm Part: This part will be based on the player's level , is balanced Example: Level 60 (60 Points per enchantment) Cape Part: This part will be based on the player's level with a reduction of the 25%. Example: Level 60 (45 Points per enchantment) As you can see these enchantments, they are even more powerful than the ones currently available, but you should also make a distribution between the effects that the enchantment provides (depending on the type that is), the most balanced possible: And that's all I hope it serves and if you have suggestions or something better, tell me, for now I see this as a good idea. Sorry if I was a bit annoying, but I think the game would improve, defining its parameters. Thank you for reading the report. ;) Replaced dashed rules with horizontal rules. Also changed text colours on "Dexterity" and "Wisdom". If you are going to use coloured text, please make sure they are easy to read; yours were too light. ~Shadowhunt
< Message edited by Martin901  5/26/2017 15:07:15 >
