Stat Setting

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Speed
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Joined: Sun Jan 13, 2002 6:00 am

Stat Setting

Post by Speed »

I've been out of the loop for a while. I started playing on lunar this morning, but I'm clueless as to how to set my stats now. I'm a saiyan samurai (all armour, all weapons, pu/kick/ju). What are the best way to set your stats now? I've heard shit from everyone about how charm doesn't matter, etc.. etc... and I'm just trying to clarify on how shit works now.
Demonic
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Joined: Sat Aug 24, 2002 5:00 am

Re: Stat Setting

Post by Demonic »

your highest stat should be agil. then i would still go with int, str,charm, hea, wis
Speed
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Joined: Sun Jan 13, 2002 6:00 am

Re: Stat Setting

Post by Speed »

Correct that, I made a Saiyan Wardancer. Everyone's familiar with Wardancers.



The help files on stats haven't changed since the last versions. I'm looking more for what stats do now versus how I should set my stats, so that in the future I know what affects what and can make a competant decision on my own.



Charm used to affect crits more than int, does it still do that? What's strength like when hitting guys with high AC, hitting players, low AC, etc....
syntax53
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Joined: Wed Apr 03, 2002 6:00 am

Re: Stat Setting

Post by syntax53 »

Originally posted by Speed

Charm used to affect crits more than int, does it still do that? What's strength like when hitting guys with high AC, hitting players, low AC, etc....



nod it did, and no it doesn't anymore. int is now the primary stat for crits. i dont know what level strength can hit what AC, i'll let someone else fill that question.
Rust In Peace

Re: Stat Setting

Post by Rust In Peace »

Agility is important too as it helps you reach qnd faster. Can wardancers wear armor on there? If they can't, leave str alone for now and concentrate on agil/health/int (they have mage spells?)



In general though..

str -- accuracy, enc, +1max damage/10str

int -- crits, mage magic, just about everything in the right column

wil -- mr, priest magic

agi -- accuracy, just about everything in the right column except perception and mr, and speed things obviously

hea -- duh

cha -- worthless.. even more so than before



One note on qnd.. you won't get the bonus until you reach 5.6swings w/ the given weapon (use swing calculators), and then at 5.6 you get the entire 10% bonus.
Speed
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Joined: Sun Jan 13, 2002 6:00 am

Re: Stat Setting

Post by Speed »

Wardancer

225% Exp

Armor: Silk

Weapons: All

HP: 2-7

Combat: 5

Magic: Kai-1

Abil: bash, punch, kick, dodge+5, stealth,jumpkick





Thanks for the breakdown, there's not too too much that has changed, enough for a serious stat reworking, but pretty simple.
Rust In Peace

Re: Stat Setting

Post by Rust In Peace »

Also note that in this version, accuracy and ac is everything. Be ready to be hit often and hard. And let me say that this is the most fucktarded class I've ever seen. I'm surprised it actually doesn't have "all" armor as you described in the beginning of the thread to complete the set of whored-ness. Gonna be a hard choice at higher levels -- combat5 ju or combat5 nexus spear. I'd say prolly ju, espesially if str is much higher than 100. At least until you're qnd w/ nexus spear or feyr..
iNViSiGOD
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Joined: Wed Jul 10, 2002 5:00 am

Re: Stat Setting

Post by iNViSiGOD »

A note on the fucktard class. Ask before assuming it is. All monsters on lunar have been beefed up. Some by 2 fold. So all in all it balances out rather well. Take the cap i put on here with merelith for example. All those players were above level 70 and it required ALL of us to kill her. Paladins, Wardancers, Samurais, Priests. So no its not an overpowered fucktard class. It fits the scheme of thins rather nicely. And also to note: Those stats are about 2 years old,wardancers are WAY toned down from what they used to be. Thankyou
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