New ideas for alterations of races and classes

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NiteHawk
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Re: New ideas for alterations of races and classes

Postby NiteHawk » Tue Dec 13, 2016 6:24 pm

I raised it to 16% and lowered their overall damage with swords by about 1% so that blunts are a tiny bit better. Final damage is still the same.

OAD sword is 164.5 and OAD Hammer is 167.2. But with it being 16% a fully decked level 15 blunt ends up being better then a sword by a sliver. Level 20 it's above in store values without decking I believe, and then the two above is the final values.

I think this is a good change though for them. It also gives them alot of play and gives them more weapon options. Both work good here.

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Re: New ideas for alterations of races and classes

Postby NiteHawk » Wed Dec 14, 2016 5:55 am

I will probably release tomorrow late or Friday at reset. Thanks.

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Re: New ideas for alterations of races and classes

Postby Lateralus » Wed Dec 14, 2016 7:50 am

Folder wrote:Hard to say. Paladins in most other games have self buffs, do holy damage (we have that with smite but it's pve only), use hammers and/or 2h weapons, have auras, etc. But it's all different here largely because we want all classes to be somewhat equal when it comes to 1v1.

I mean yeah I'd love to see some part of pallys damage be magic, or them to use more weapons, or have auras (but bards do that here), or various other cooldown based skills (long CD lay on hands anyone?). Since cooldown-based skills aren't a thing this stuff becomes hard though.

I don't necessarily think paladins need more damage, in my mind they should be good at absorbing damage and put out moderate damage (and they do that now). Knights are better at absorbing damage, but paladins can heal it off so I think it balances out.

Thematically making part of their damage magic would be pretty cool, but no idea if that can work with current damage coding.


I like this idea what about making smite hit a little harder vs reg npcs and players?

maybe smite doing like 110-130 max against players? less than their physical attack but against players with 10wis it might actually be a better choice than hitting them with your sword/blunt?

wouldnt have to code anything new but could just adjust those values against things that are not undead?

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Re: New ideas for alterations of races and classes

Postby Folder » Wed Dec 14, 2016 8:14 am

I thought about that as well but I think balance would be an issue. That would make paladins pretty strong offensively if they have a viable DPS spell against low wis players, and I think thematically it doesn't really make sense. Unless we had an undead race... :D
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Re: New ideas for alterations of races and classes

Postby Lateralus » Wed Dec 14, 2016 8:40 am

Folder wrote:I thought about that as well but I think balance would be an issue. That would make paladins pretty strong offensively if they have a viable DPS spell against low wis players, and I think thematically it doesn't really make sense. Unless we had an undead race... :D



Im pretty much talking ray damage when you have like 20int so i doubt it would be too overpowering but maybe something where you might have a slight chance against some 10 wis characters. Currently i understand guards stand no chance against any real melee characters (assassin, monk, barb, knight etc...).

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Re: New ideas for alterations of races and classes

Postby Folder » Wed Dec 14, 2016 10:10 am

Yeah guards are in a wonky position 1v1. If healing is unlimited they will never die, if healing is limited to ~2 then nearly always the "real" dps will win (in my experience anyway, could just be bad rng of course). I'm still thinking maybe an OAD shield will help with this but we'll see. I think the problem is just that guards aren't really taking much less damage atm and since their dps is naturally a bit lower (as it should be) they can't quite compete 1v1 yet.

Maybe more AC / better shield helps balance this out? I forget what the goal AC is for full 25 OAD gear?
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Re: New ideas for alterations of races and classes

Postby NiteHawk » Wed Dec 14, 2016 10:54 am

Like 95-100 AC.

I would also say guardians wouldn't die in a 1vs1 situation. I don't think they are 'terrible' or under powered in terms of DPS, but the DPS is a tad lower. The DPS isn't that much lower, but you often have to pick races that don't have high STR, and thats where the loss of damage comes from mostly. If you picked a saurian for some strange reason, you'd be close to druid/knight damage your missing about 15-22 DPS. Obviously a saurian paladin would be goofy and wouldn't work entirely well I think.

If anything though I strongly disagree with giving them more damage, it would probably be an defensive spell of sorts.

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Re: New ideas for alterations of races and classes

Postby NiteHawk » Wed Dec 14, 2016 10:56 am

I really wanted to get clerics in light armor though too. It was about 50/50 on the polls, so I'm kind of conflicted on that. If I don't change it this time around I doubt I will ever change it, but issue is, wasn't a landslide.

Obviously they'd get a spell to compensate for some AC loss, but they shouldn't be at heavy AC levels is the biggest flaw.

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Re: New ideas for alterations of races and classes

Postby Folder » Wed Dec 14, 2016 11:07 am

Yes pallys generally have less str, and nothing like RH or Flurry to boost damage. It's fine though their damage really isn't bad, and I'd agree that if they ever needed anything it would be a defensive boost as that's their main purpose.

95-100, ok. Well I think I'm at like 93 right now so pretty close already. Maybe an oad shield won't make too much of a difference then, not sure.

I thought we were going to do the priest thing. Light armor and a spell to boost their AC to medium armor levels? Should they still wear heavy helmets or should those be light? I really don't think it makes sense balance wise for them to be the same AC as cavs and guards. It's also not very thematic.
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Re: New ideas for alterations of races and classes

Postby NiteHawk » Wed Dec 14, 2016 11:19 am

Folder wrote:Yes pallys generally have less str, and nothing like RH or Flurry to boost damage. It's fine though their damage really isn't bad, and I'd agree that if they ever needed anything it would be a defensive boost as that's their main purpose.

95-100, ok. Well I think I'm at like 93 right now so pretty close already. Maybe an oad shield won't make too much of a difference then, not sure.

I thought we were going to do the priest thing. Light armor and a spell to boost their AC to medium armor levels? Should they still wear heavy helmets or should those be light? I really don't think it makes sense balance wise for them to be the same AC as cavs and guards. It's also not very thematic.


Well depends if the missing AC is a shield, thats 0.9% deflect added per shield point. We'll see though.

There will be a good amount of rage but I was unsure yet. Maybe I'll do it then and suck it up. Probably award players with a decent gear item as a apology. I think the regular helmet and shield are OK though. They don't effect that much in terms of AC (4-5 points of AC) and throwing them into ligt armor will be the biggest thing. I can see some clerics with a helmet, but not really a wizards hat.

They would be losing around 37 AC with light armor, but then I'd probably give them 15-17 AC or so with a spell. I think it can be between med/heavy, but more on the MED side. The risk is in a big battle if it wears off they might be more vulnerable for a few seconds, which isn't a bad thing at all.


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