The stats are high because my majormud will be setup to allow MUCH past level 75. Stock MUD lets you max out your stats well before level 60 (typically) I want to set it up in such a way so that you get to add your LAST point to a stat for your last level. You can't make it happen like that, but you can come "close enough" for most races/classes. Yeah, I checked on the Evil flag for a Race and you're right, I don't think it's working like I thought it would. However, a mud bot can check for players playing as Vampires and can do an automatic switch to Evil once the player is in the game.
The negative fire resistance is one of my ways of making the Vampire race more fair against other races. I failed to mention that ALL other races have RAISED UP stats.. not just my Vampire race. Everybody will have the chance to become "Godly" in the game, it will just take a LONG time to get to that point.
And it's not going to make the game much easier either, I pumped up the monsters to have 1.5x energy so they can attack you more. Debating to pump them up to 2x energy. I don't want players to get to a point where they think they can loop any part of the game and not be phased by monsters, that grows old to me.
Jay
I think maybee the point that was missed, was that stats cap in terms of effect at 250. Having 300 is pointless and your 200 wisdom is so high over base stat that the difference between 200 and 250 (250 being the max, 300, 350 etc being irrelevant) is negligable and hence, this really is a very high wisdom stat, not compared to other races, just _._ because of the cp addition and stat cap system.
Correct me if im wrong someone but im sure this is the case? (syntax touched on it in terms of the pure cp addition for when it goes over 100 on top of base stat)
A Vampire Race...
-
Noisrevid
Re: A Vampire Race...
I wasn't aware that things become pointless past 100 to 150 cp in every stat. What is the reasoning for this? And correct me if i'm wrong, but won't even stock MUD dry up after you hit level 75? You've done completed all quests by this point and have no real "drive" to keep you playing.
Jay
Jay
Re: A Vampire Race...
I wasn't aware that things become pointless past 100 to 150 cp in every stat. What is the reasoning for this? And correct me if i'm wrong, but won't even stock MUD dry up after you hit level 75? You've done completed all quests by this point and have no real "drive" to keep you playing.
Jay
not pointless, just not as much of a boost. mainly, only the combat classes will continue to see an improvement because raising agil/int/charm helps your crit %. once you have 150 agility at level 75 you are going to be QnD with almost every weapon. you're going to have a decent MR and stealth rating so the only thing you're looking to do is getting the crit % up. spellcasters will already be casting their spells as easy as they can be and none of the stats will help them cast any better.
Jay
not pointless, just not as much of a boost. mainly, only the combat classes will continue to see an improvement because raising agil/int/charm helps your crit %. once you have 150 agility at level 75 you are going to be QnD with almost every weapon. you're going to have a decent MR and stealth rating so the only thing you're looking to do is getting the crit % up. spellcasters will already be casting their spells as easy as they can be and none of the stats will help them cast any better.
-
Noisrevid
Re: A Vampire Race...
Okay, well I want to keep the game a challenge.. I don't want everybody quad critting all the time.. I suppose I can lower agility down A LOT across the races, and or just lower ALL stats down by 100 cp. All I did was raise all races CPS by 150 points (per skill). Then would that keep things more challenging till the end? I don't want a game full of godly players.
Jay
Jay
-
Demosthenes
Re: A Vampire Race...
by the way, to clear things up, this is (as far as i can tell) the way MR works. for damage spells (ones affected by MR, anyway - ie flag 17, rather than 1) the damage is multiplied by (50 - MR)/2 %, with an effective max on MR (for this use) of 150. in addition, chars/monsters with the antimagic flag (51) have -25% added to the damage multiplier. and of course, as an aside, monsters with flag 51 are immune to area spells.
for effect spells, the formula is similar (i think, this is harder to calculate and i really am just guessing based on observation). resistable spells will be resisted (MR / 2) % of the time, and afaik the antimagic flag only affects players on this in that it allows spells flagged as 'not resistable' (not NEVER resistable, but NOT resistable, as these are separate flags) to be resisted at the same rate.
thus, 200 MR is the absolute cap for usefulness, as this makes all effect spells resisted 100% and all damage spells would have been capped on effective resistance for 50 MR already.
for effect spells, the formula is similar (i think, this is harder to calculate and i really am just guessing based on observation). resistable spells will be resisted (MR / 2) % of the time, and afaik the antimagic flag only affects players on this in that it allows spells flagged as 'not resistable' (not NEVER resistable, but NOT resistable, as these are separate flags) to be resisted at the same rate.
thus, 200 MR is the absolute cap for usefulness, as this makes all effect spells resisted 100% and all damage spells would have been capped on effective resistance for 50 MR already.
-
Noisrevid
Re: A Vampire Race...
I'm reworking all stat maxes for every race now.. i'll let you know what I come up with.
Re: A Vampire Race...
by the way, to clear things up, this is (as far as i can tell) the way MR works. for damage spells (ones affected by MR, anyway - ie flag 17, rather than 1) the damage is multiplied by (50 - MR)/2 %, with an effective max on MR (for this use) of 150. in addition, chars/monsters with the antimagic flag (51) have -25% added to the damage multiplier. and of course, as an aside, monsters with flag 51 are immune to area spells.
for effect spells, the formula is similar (i think, this is harder to calculate and i really am just guessing based on observation). resistable spells will be resisted (MR / 2) % of the time, and afaik the antimagic flag only affects players on this in that it allows spells flagged as 'not resistable' (not NEVER resistable, but NOT resistable, as these are separate flags) to be resisted at the same rate.
thus, 200 MR is the absolute cap for usefulness, as this makes all effect spells resisted 100% and all damage spells would have been capped on effective resistance for 50 MR already.
I think you messed up that formula. You mean minus instead of multiplied?
(50-150)/2 % = 50%
(50-0)/2 % = 25%
So you are saying its better to not have any mr?
for effect spells, the formula is similar (i think, this is harder to calculate and i really am just guessing based on observation). resistable spells will be resisted (MR / 2) % of the time, and afaik the antimagic flag only affects players on this in that it allows spells flagged as 'not resistable' (not NEVER resistable, but NOT resistable, as these are separate flags) to be resisted at the same rate.
thus, 200 MR is the absolute cap for usefulness, as this makes all effect spells resisted 100% and all damage spells would have been capped on effective resistance for 50 MR already.
I think you messed up that formula. You mean minus instead of multiplied?
(50-150)/2 % = 50%
(50-0)/2 % = 25%
So you are saying its better to not have any mr?
Re: A Vampire Race...
I think you messed up that formula. You mean minus instead of multiplied?
(50-150)/2 % = 50%
(50-0)/2 % = 25%
So you are saying its better to not have any mr?
i think he meant (MR - 50)/2 %. so if you have 100 MR (100-50)/2= 25% less damage from spells
(50-150)/2 % = 50%
(50-0)/2 % = 25%
So you are saying its better to not have any mr?
i think he meant (MR - 50)/2 %. so if you have 100 MR (100-50)/2= 25% less damage from spells
-
Demosthenes
Re: A Vampire Race...
I think you messed up that formula. You mean minus instead of multiplied?
(50-150)/2 % = 50%
(50-0)/2 % = 25%
So you are saying its better to not have any mr?
(50-150)/2 % = -50%
(50-100)/2 % = -25%
(50-50)/2 % = 0%
(50-0)/2 % = +25%
so i mean added i guess, oops. aside from that, the formula works, if you take into account that a larger number being subtracted from a smaller one ends up with a negative result. i'm not sure whether negative MR is even possible offhand, don't feel like testing it atm, but presumably if it is possible and doesn't roll over to 65535 it would yield even more additional damage from spells.
(50-150)/2 % = 50%
(50-0)/2 % = 25%
So you are saying its better to not have any mr?
(50-150)/2 % = -50%
(50-100)/2 % = -25%
(50-50)/2 % = 0%
(50-0)/2 % = +25%
so i mean added i guess, oops. aside from that, the formula works, if you take into account that a larger number being subtracted from a smaller one ends up with a negative result. i'm not sure whether negative MR is even possible offhand, don't feel like testing it atm, but presumably if it is possible and doesn't roll over to 65535 it would yield even more additional damage from spells.
Re: A Vampire Race...
2 major flaws that I didn't see get addressed...
Your elemental resists are too high, it would be too easy to get healed from having +100 resist Cold. (Unless they fixed it?)
Any Charm stat over 150 can be abused as a bug. Buy/Sell macros to make cash. (Unless they fixed it?)
Your elemental resists are too high, it would be too easy to get healed from having +100 resist Cold. (Unless they fixed it?)
Any Charm stat over 150 can be abused as a bug. Buy/Sell macros to make cash. (Unless they fixed it?)