Here is the datafile you can use to view all the stats on MorbidBBS' Edits. You'll need to download and install MMUD Explorer from http://www.mudinfo.net/mmudexp.php and then open the data file.
data file updated 11/12/2004:
NOTE: this file requires mmud explorer v1.65+
(Get WinRAR Here: http://www.rarsoft.com if you can't open .rar's)
MorbidBBS MMUD Explorer Data File - 11/12/04
Re: MorbidBBS MMUD Explorer Data File - 11/12/04
01/16/04 -- updated monster exp and class exp tables (50% tables, 1.5x mon exp).
-syn
-syn
Re: MorbidBBS MMUD Explorer Data File - 11/12/04
01/17/04 -- noticed a bug, mystics had +2 punch/kick/jumpkcik
Re: MorbidBBS MMUD Explorer Data File - 11/12/04
01/19/04 -- added quest area for new classes, downgraded two-headed hydra's hps, mr, and hp regen a tad (by popular demand), Lupis race has been given RaceStealth (effective after cleanup tonight).
Re: MorbidBBS MMUD Explorer Data File - 11/12/04
eh..we'll see how i fare compared..=/
Re: MorbidBBS MMUD Explorer Data File - 11/12/04
This wasn't a bug..don't know if you remember, it was decided that mystics got +2 to oracle/monk's +1 because oracle/monk were already way stronger and could hit harder than mystics, and of course had a better spell-base..it was to keep mystics worth it..if they're being cut down i might roll.
i KNOW this was not the reasoning. as we already discussed on AIM, this was done because v1.11m sucked for non combat classes because monster's AC was so high. i know i'm right because for one, i specifcly remember making a post saying that it would be re-evaluated after the next upgrade. and two, i just checked my backup from before and after my upgrade from v1.11m to v1.11n and oracles, monks, and mystics ALL have punch+2, kick+2, ju+2.
i KNOW this was not the reasoning. as we already discussed on AIM, this was done because v1.11m sucked for non combat classes because monster's AC was so high. i know i'm right because for one, i specifcly remember making a post saying that it would be re-evaluated after the next upgrade. and two, i just checked my backup from before and after my upgrade from v1.11m to v1.11n and oracles, monks, and mystics ALL have punch+2, kick+2, ju+2.
Re: MorbidBBS MMUD Explorer Data File - 11/12/04
i think that rogueadepts have too little experience charts for how many skills they have
that's just my opinion tho
that's just my opinion tho
Re: MorbidBBS MMUD Explorer Data File - 11/12/04
i think that rogueadepts have too little experience charts for how many skills they have
that's just my opinion tho
hmm, looking at the stats i think i agree. i think they should be at 105% from 95%, putting them the same as a bard. i also think mageknights should be 100% from 110% (i think priest-2 is much more valuable to a combat class then mage-2). anyone else agree?
... before hitting post, i looked at some other things. i almost think that skalds should be 105% too. they're bards with better armour, weapons, and hps, but without thievery, tracking, and picks.
this is now the 4th conversation i had like this today (first about mageknights and the exp chart, then about priests and not being able to fly solo, then about mystics and their +damage, and now rogues and their chart) so i'm a little burnt out on the subject.
we need to develop something like this:
http://www.metrobbs.com/cgi-bin/yabb/YaBB.cgi?board=mudideas;action=display;num=1069324160
for those without mudcentral accounts:
Class:
silk/ninja 0
leather 10
chain 15
scale 20
plate 40
dodge 10
crits 5
punch/kick 10
combat-1 0
combat-2 10
combat-3 20
combat-4 30
combat-5 40
1-handed -10
blunt only -5
staff only -5
magic-1 10
magic-2 25
magic-3 40
kai 15
stealth 10
picklocks 5
traps 5
theivery 5
tracking 5
no magic items -20
+Magic resist 10
Max HP/level:
6 0
7,8 10
9,10 20
Racial:
nightvision(any) 10
stealth 10
magic resist 5/+5
crits/Acc 5
+Mana 5
+20% enc 10
armor class 10/+5
defense rating 5/+1
poison Immunity 10
tracking 5
picklocks 5
perception 5
see hidden 5
no Forms -5
+1 HP/lev 5
-1 HP/lev -5
dodge 5
Min/Max abilities(round down to nearest 10):
1-20 above 100 5
21-40 above 100 10
50 above 100 15
1-20 below 100 -5
21-40 below 100 -10
Ex: Dwarf-- 85 charm = 15 below 100 = round down to 10 = -5%
Goblin-- 115 int = 15 above 100 = round down to 10 = +5%
125 agi = 25 above 100 = round down to 20 = +5%
Half-Orc-- 95 will = 5 below 100 = round down to 0 = 0% (no change)
Then, this is how the exp tables would work
themselves out (explanation below):
Race:
Dark-Elf 10+10+5+5 = 30%
Dwarf 10+10+10 = 30%
Elf 10+10+5+5 = 30%
Gaunt-One 10+5 = 15%
Gnome 10+5+5 = 20%
Goblin 10+10 = 20%
Half-Elf 5+10+10 = 25%
Half-Ogre 15+10+5-5 = 25%
Half-Orc 0 = 0%
Halfling 10+5-5 = 10%
Human 0 = 0%
Kang 10+10+5 = 25%
Nekojin 10+10+5+5 = 30%*
*I didn't include +fire res/-cold res because they
would really just cancel each other out.
Class
Bard 10+25+20-10+10+10+5+5+5 = 80% * 2.5 = 200*
Cleric 10+25+20-05+40 = 90% = 225
Druid 10+40+10-05+10 = 70% = 175
Gypsy 10+25+10-10+10+10+5+5+5 = 75% = 180
Mage 00+40+00-05+00 = 35% = 130**
Missionary 10+25+10-10+10+10+5+5 = 65% = 160
Mystic 10+15+20-05+00+10+10+10+10 = 80% = 200***
Ninja 10+00+20+00+00+10+10+05+05+05 = 65% = 160
Paladin 20+10+30+00+40 = 100% = 250
Priest 00+40+00-05+00 = 35% = 130**
Ranger 20+10+30+00+10+5+10 = 85% = 210
Thief 10+00+10-10+10+5+5+5+5 = 40% = 100
Warlock 10+25+20-10+15 = 60% = 150
Warrior 20+00+30+00+40 = 90% = 225
Witchunter 20+00+40+00+20+10-15 = 75% = 180
*I figured Bards are magic-2 based on how they gain mana/level.
**Mage and Priest came out to be 90% after multiplying normally. That's obviously not fair, so I multiplied the original 35% by 1.5, then multiplied like normal.
***Wasn't certain, but I believe Mystics also receive a crit bonus as well, and I tried to reflect that here... Not sure if it's comparable to ninjas though, so it's open to discussion.
-------------------------------------------
At first, I just added 100 to each pre-multiply value, but that, IMO, put too many classes' percentages too close together. So instead, I picked 2.5 to multiply by because I felt that it would provide a decent "scale" to spread the overall percentages out over so they wouldn't all be 5-10% apart.
Plate wearers are the only classes with 210% and up, but based on how the game is NOW, and what they're capable of doing solo/scripting rates/etc., I don't think it's unreasonable. I did however consider dropping the value I placed on plate armor to 35% instead of 40 since the AC jump from scale to plate isn't necessarily huge even though the DR jump is pretty significant. I figured I'd let other people argue over that.
One other issue that I'm semi-concerned with in this system is that warlocks end up with a seemingly low exp table for what they can do... Though I don't have any idea what to do with this. That, and the bard table seems sort of high, but I dunno.
Again, this is based only on what skills/equipment allowable to a class. It doesn't take into account specific spells/items in the game available to certain classes.
Any comments?
that's just my opinion tho
hmm, looking at the stats i think i agree. i think they should be at 105% from 95%, putting them the same as a bard. i also think mageknights should be 100% from 110% (i think priest-2 is much more valuable to a combat class then mage-2). anyone else agree?
... before hitting post, i looked at some other things. i almost think that skalds should be 105% too. they're bards with better armour, weapons, and hps, but without thievery, tracking, and picks.
this is now the 4th conversation i had like this today (first about mageknights and the exp chart, then about priests and not being able to fly solo, then about mystics and their +damage, and now rogues and their chart) so i'm a little burnt out on the subject.
we need to develop something like this:
http://www.metrobbs.com/cgi-bin/yabb/YaBB.cgi?board=mudideas;action=display;num=1069324160
for those without mudcentral accounts:
Class:
silk/ninja 0
leather 10
chain 15
scale 20
plate 40
dodge 10
crits 5
punch/kick 10
combat-1 0
combat-2 10
combat-3 20
combat-4 30
combat-5 40
1-handed -10
blunt only -5
staff only -5
magic-1 10
magic-2 25
magic-3 40
kai 15
stealth 10
picklocks 5
traps 5
theivery 5
tracking 5
no magic items -20
+Magic resist 10
Max HP/level:
6 0
7,8 10
9,10 20
Racial:
nightvision(any) 10
stealth 10
magic resist 5/+5
crits/Acc 5
+Mana 5
+20% enc 10
armor class 10/+5
defense rating 5/+1
poison Immunity 10
tracking 5
picklocks 5
perception 5
see hidden 5
no Forms -5
+1 HP/lev 5
-1 HP/lev -5
dodge 5
Min/Max abilities(round down to nearest 10):
1-20 above 100 5
21-40 above 100 10
50 above 100 15
1-20 below 100 -5
21-40 below 100 -10
Ex: Dwarf-- 85 charm = 15 below 100 = round down to 10 = -5%
Goblin-- 115 int = 15 above 100 = round down to 10 = +5%
125 agi = 25 above 100 = round down to 20 = +5%
Half-Orc-- 95 will = 5 below 100 = round down to 0 = 0% (no change)
Then, this is how the exp tables would work
themselves out (explanation below):
Race:
Dark-Elf 10+10+5+5 = 30%
Dwarf 10+10+10 = 30%
Elf 10+10+5+5 = 30%
Gaunt-One 10+5 = 15%
Gnome 10+5+5 = 20%
Goblin 10+10 = 20%
Half-Elf 5+10+10 = 25%
Half-Ogre 15+10+5-5 = 25%
Half-Orc 0 = 0%
Halfling 10+5-5 = 10%
Human 0 = 0%
Kang 10+10+5 = 25%
Nekojin 10+10+5+5 = 30%*
*I didn't include +fire res/-cold res because they
would really just cancel each other out.
Class
Bard 10+25+20-10+10+10+5+5+5 = 80% * 2.5 = 200*
Cleric 10+25+20-05+40 = 90% = 225
Druid 10+40+10-05+10 = 70% = 175
Gypsy 10+25+10-10+10+10+5+5+5 = 75% = 180
Mage 00+40+00-05+00 = 35% = 130**
Missionary 10+25+10-10+10+10+5+5 = 65% = 160
Mystic 10+15+20-05+00+10+10+10+10 = 80% = 200***
Ninja 10+00+20+00+00+10+10+05+05+05 = 65% = 160
Paladin 20+10+30+00+40 = 100% = 250
Priest 00+40+00-05+00 = 35% = 130**
Ranger 20+10+30+00+10+5+10 = 85% = 210
Thief 10+00+10-10+10+5+5+5+5 = 40% = 100
Warlock 10+25+20-10+15 = 60% = 150
Warrior 20+00+30+00+40 = 90% = 225
Witchunter 20+00+40+00+20+10-15 = 75% = 180
*I figured Bards are magic-2 based on how they gain mana/level.
**Mage and Priest came out to be 90% after multiplying normally. That's obviously not fair, so I multiplied the original 35% by 1.5, then multiplied like normal.
***Wasn't certain, but I believe Mystics also receive a crit bonus as well, and I tried to reflect that here... Not sure if it's comparable to ninjas though, so it's open to discussion.
-------------------------------------------
At first, I just added 100 to each pre-multiply value, but that, IMO, put too many classes' percentages too close together. So instead, I picked 2.5 to multiply by because I felt that it would provide a decent "scale" to spread the overall percentages out over so they wouldn't all be 5-10% apart.
Plate wearers are the only classes with 210% and up, but based on how the game is NOW, and what they're capable of doing solo/scripting rates/etc., I don't think it's unreasonable. I did however consider dropping the value I placed on plate armor to 35% instead of 40 since the AC jump from scale to plate isn't necessarily huge even though the DR jump is pretty significant. I figured I'd let other people argue over that.
One other issue that I'm semi-concerned with in this system is that warlocks end up with a seemingly low exp table for what they can do... Though I don't have any idea what to do with this. That, and the bard table seems sort of high, but I dunno.
Again, this is based only on what skills/equipment allowable to a class. It doesn't take into account specific spells/items in the game available to certain classes.
Any comments?
Re: MorbidBBS MMUD Explorer Data File - 11/12/04
Nod..I've been thinking about a chart like such..I'll let ya know if I ever do anything.
Re: MorbidBBS MMUD Explorer Data File - 11/12/04
01/21/04 -- fixed class restrictions on 5th questors for new classes. took enigma gloves and enigma sandals from monks and oracles, but gave them enigma booties and enigma mittens. they're the same thing and dropped by the same monster, but they only have +10 mana regen instead of +50.