Ash -> RE: =DF= Version 14.0.1 (2/23/2015 16:09:50)
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1. Stat Changes After the release of 9.0.1 there were a bunch of stat changes that happened and a bunch of class changes that happened. At the time they worked as intended but over time things like power creep and stat inflation caused some of the things to interact in a way that caused a large power imbalance. Things like monster health got out of control and Crit became the only stat worth having. That changes today! To start though I'm going to go over some of the things that you should already know. If you're new to the game this is a good way to get familiar with the stats and what you should expect out of them. The Warrior base classes The Warrior base class, Dragon Warrior class, and the Riftwalker class, use Strength (Str) for their main damage stat. They can use the Sword, Mace, Axe, and Scythe item types with no issues. You should only be using one of those weapon types if you're one of those classes. The Mage base classes The Mage base class, Dragon Mage class, and the Ascendant class, use Intellect (Int) for their main damage stat. They can use the Staff, Wand, Dagger, and Scythe item types with no issues. You should only be using one of those weapon types if you're one of those classes. The Rogue base classes The Rogue base class, Dragon Rogue class, and the Cryptic class, use Dexterity (Dex) for their main damage stat. They can use the Dagger and Scythe item types with no issues. You should only be using one of those weapon types if you're one of those classes. All Other Classes The other classes in the game can use any weapon type without issues. It IS recommended that you stick to the same Main Stat and Weapon types as your base class though. Main Stats Str / Dex / Int - Every 10 points gives you +1 damage. No cap. This rounds down, so if you have 59 points you would get +5 damage. The old formula was a confusing mess. It had harsh break points, you couldn't really "max" it properly, and it had a bunch of weird conversions that had to take place in the engine to give you your "bonus" damage. It was just a mess. I've simplified this in order to allow you all to know exactly how much extra damage you'll be doing, at any point, with a simple check of your stats. No complex math needed. These should be where you're looking for extra damage from if you're just going to smack at your enemies with a pointy weapon. End - Every point gives you +5 HP. No change needed. Wis - Every point gives you +5 MP. Wis was considered a "dump stat". By that I mean you just dumped a few points into it and you were good forever. Now you're going to have to consider how mana intensive your class is, the length of the quest and the boss fight, and figure out the ideal balance of Wis to give you enough mana. Mana intensive classes are going to require you to put more points in Wis and that's OK! You should have to think a bit about your stat setup and tweak it to fit your preferred class. Cha - Every 10 points gives your pets and guests +1 damage. No cap. This rounds down, so if you have 59 points you would get +5 damage. Old Cha didn't really do much at all to help your pets and guests. Now if you'd like to try a "Beast Master" build you'll be able to. You'll need to make the choice to focus either on pets and guests or on weapon damage. If you focus on both you'll do decent damage but it won't be amazing. Luk - Luk/25 boost to hit chance, Luk/20 chance to avoid attack, Luk/20 increased Crit Chance, Luk/20 to damage. Luk previously didn't do much. It only affected two things and putting points into this stat didn't benefit you at all. Now you can get a benefit if you invest in Luk. You get a bunch of benefits now in terms of what the stat does but nothing that makes the stat "better" than any other. You can now make the choice, if you want to, to go for a "lucky" build and it'll actually pan out if you do. Secondary Stats Bonus - Every point increases your chance to hit by 1%. This is taken into account after initial M/P/M B/P/D checks are made and can counter them if it's not an auto "miss" from them being over the "auto miss" cap. This didn't need any changing. It's does what it says, it's a Bonus to your chance to Hit. Crit - (Crit on item)/2, rounded down. Capped at 50 possible from items and Luk. (Cap does not affect skills or passives) Yes, I already see the torches and pitchforks from several of you. Yes, this is a direct and large nerf to the stat. You now only get half the amount from an item, rounded down, and you're capped at 50 max from anywhere but a skill. This means that no, your 70% chance to crit and just roffle stomping on enemies can't happen anymore. You should never be focusing on a secondary stat, ever, in such a way that every item in the game is judged on how much crit it gives. That's wrong on every level. Yes, crit is still useful but at an appropriate level. Now Auto Crit skills on classes will be much more appealing and we don't have to push monster health as far up all the time as we used to. We can now get back to how the game's progression and turn structure was intended. I know it's going to be a hard thing for a lot of the forum going population to accept since it's been this way for years but it needed to happen. The best thing I can tell you guys is to go play a few of the quests with the lessened crit rate before being angry. In testing we found that it actually didn't feel all that slow with how much damage most armors are able to do now. It was noticible, but it wasn't that detrimental. Melee / Pierce / Magic - Every point = 1% chance for an attack to miss. Checked against Bonus. 100 overrides Bonus check and makes all hits miss. This didn't need any changes. It was already doing what it was supposed to. Block / Parry / Dodge - Every 2 points - 1% chance for an attack to miss. Checked against Bonus. 200 overrides Bonus check and makes all hits miss. B/P/D previously had a diminishing returns cap set at 80 points. Even AT 80 points though you would never be able have all attacks miss you. It made DC classes defense skills useless for the most part and made any class that had this on any part worthless. Now it provides actual defense and caps out at double what M/P/M does. You do need a lot more of it now but any points ARE helpful. Elemental Resistances - Lowers the damage of [element] by 1%. Capped at 80 for 80% lowered damage from [element]. (Cap does not affect skills) This was getting into that dangerous territory that crit was. Not only were you able to just stomp all over monsters damage wise, if it was a darkness monster they wouldn't be able to DAMAGE some of you. Some players had figured out how to totally negate Darkness resistance and by level 100 would be very close, if not over that point, with several others. This change means that you can get an amazing amount of protection against an element but you can't ever negate it just from items all the time. Skills like Necromancer's Shroud are not affected though so you can still get several turns of total protection from any element through skills.
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