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nemecis

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21

Friday, November 19th 2010, 5:15am

fair point. problem is, I have to fit my ideas into a context of a game where players have already invested time and $ into gear.

Dex for all is fine, except that many don't stack it period. that would place basically all casters at a severe disadvantage.

to your point crit would have to be added to int or wis. I'd point out however that crit derived from stats would not be significant, players walking around with 10k dex would have over 100% chance unless the formula was carefully weighed.

To be honest the stats section is the weakest part of my proposal. The way things work now are so ingrained that changing what stats do would at least in the short term throw the game into chaos.

I know MK is working on a stat solution, so if others have suggestions feel free. My post is a shell of an idea, it can easily be modified as holes are found ... but at it's core the reasons for the changes are imo quite valid.

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22

Friday, November 19th 2010, 4:43pm

Quoted from "GnatB;355806"

I disagree that mDam and pDam should be removed. I will however agree that mAttk and pAttk should be combined into just Attack.

and I'd argue that pDef and mDef should remain as well, though I'll agree that *could* be done using a sliding scale on stamina. (or simply based on equipment) Having mobs/players weaker to one or the other adds an element of strategy.

I definitely think equipment shouldn't have equivelent mDam/pDam (or mDef/pDef) numbers. Wands should be better at nuking the heck out of mobs than they are at whacking them over the head with. Maybe cloth should be better at repelling magic attacks than chain.

(which would probably further help hybrids. If they come up against something resistant to their magical attacks, they can switch over to their physical ones, and vice versa).


Interesting take. Originally I was going to respond on how this wouldn't work, but while responding I realized how simplistically brilliant this is.

You're right, removing Mdam/Pdam presents problems with itemization and balance of items. The only thing that would differentiate weapons would be refining bonus' and the "masteries" I proposed.

Maintaining Mdam/Pdam, but converting all Ma/Pa to simply Attack would allow Hybrids to stack Attack from "natural" sources, and still deal either Mdam or Pdam as the situation requires.

I very much like this suggestion, as one of the problems with my proposal was how reomoving the Mdf/Pdf from armor presented balance issues.

Keep the feedback coming. I'll make changes accordingly if I'm able to align your suggestions with the general intent of this thread.

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Friday, November 19th 2010, 6:54pm

Wonderful post Nem! Your legacy continues undiluted!

Quoted


Druid = %dam earth + healing (change?) - could be same as priest, but personally I'd like a distinction. Perhaps some benefit while wielding a tailisman (no 1 uses these anyways) as well as 1h wand would be worth while.


As it stand right now druids can't equip Talismans.... They would have to let us use talismans first.


Quoted


Wisdom - I've taken a stat that is generally useless for anyone lacking a mana pool and added a function that makes it useful for everyone. I've also modified the CP protion to benefit primary healers over off healers, a M/P should not be able to heal simply by using +healing gear and a healing staff, Wisdom should determine a greater amount of heals generated.




This would be great! Cause currently HP = HM * (3Wis/10)

An unbuffed lvl 50 druid/priest only have a 1.35% multiplier... so even a 11K wisdom beast like myself it only adds..

On an instant cast spell / Urgent heal

HP = 1.35 * ( 3 * 11000 / 10)
HP = 4455

by even Dod standards that pretty low.

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Friday, November 19th 2010, 8:38pm

Wasn't sure on that 1. Only played druid briefly myself, but it makes no sense that they can use a shield and not a talisman ... either those need to be reomoved from the game or given a real purpose :P

Quoted from "remilafo;355971"

Wonderful post Nem! Your legacy continues undiluted!


does that make me a "Legendary" poster?

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Friday, November 19th 2010, 9:47pm

Quoted

Wasn't sure on that 1. Only played druid briefly myself, but it makes no sense that they can use a shield and not a talisman ... either those need to be reomoved from the game or given a real purpose :P


Tell me about it!

Quoted


does that make me a "Legendary" poster?


Without a doubt!

Since no one can promote you.. we must initiate ourselves. You can have the legendary title; thanks to Shenshiro im the Druid Queen now.

Nemecis the Legendary Poster! (a new ROM class)

Strength = +2 PA (Personal Attack)
Stamina = + 5 Hp (Heated position)
Wisdom = +1 Macc (More accusational content contained)
Dexterity = +1.5 Patk (Proffesionally attained trolling knowledge)
Intelligence = +2 Matk ( ???? IDK)

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Monday, December 20th 2010, 8:09pm

There were some holes in my original post, specifically with stats. I've attempted to address these issues by modifying the stats section.

27

Sunday, December 26th 2010, 4:23am

This thread needs more attention. :3

Good ideas; I hope they are taken into account in some way of development.

One thing I can contribute is a viewpoint from somewhere out of RoM. Here is an example of the most basic stat system I've come across in a game:

Sta: Max HP.
Str: Physical Attack
Int: Magical Attack
Agi: Physical Avoidance
Wis: Magical Avoidance

Accuracy would depend on trainable skills:

Crushing/Slashing/Piercing: Accuracy of respective physical damage type.
Disruption: Accuracy of damage-based spells.
Ordination: Accuracy of debuff spells.
Subjugation: Accuracy of control spells.

If you were to take out the training mechanic, you'd have fixed amounts that scale with level. (Training cap increased every level; most players had these skills capped, as increasing the skills to cap after each level up took only 1-2 battles.)

If none of these concepts are fixed, then the contested mechanics allow a
complex formula, based on two dependent variables. If one is fixed, however, then only having one factor that decides if the attack is a hit or miss, simplifies many of the combat mechanics, including how gear comes into play.

To fit this more into RoM's terms:

Sta: Max HP, out-of-combat HP regen
Str: Physical Attack (Physical abilities, Main Weapon Damage, and Ranged Physical Attacks)
Int: Magical Attack (All Spell Damage and Healing amounts)
Agi: Physical Avoidance (Chance to Dodge)
Wis: Magical Avoidance (Chance to Resist)

Now, since you can guess, at the moment, there is no aim towards priority (all melee classes will go with Str; all spell-based classes will go Int). This is where the resource pool mechanic comes in:

Sta: Max HP, out-of-combat HP regen
Str: Rage efficiency (either amount of rage used per ability, or amount of rage regenerated per ability; or both)
Int: No resource effect
Agi: Focus and Energy efficiency
Wis: Max MP, out-of-combat MP regen

With this, people will have to balance their resource management with their damage output.

Overall, consolidating accuracy into a fixed stat, influenced only by abilities and level, and balancing resource management vs. damage management, you can simplify many of the mechanics.

28

Sunday, December 26th 2010, 4:36am

Ok, I read around 80% of your post and agree with you for the most part :D

Now if only someone, anyone from Frogster or Runewaker actually came across this post :(

Otherwise, your suggestions are all wasted. It doesn't seem like too many of the problems will be fixed soon. The people at RoM seem to be more concerned with pushing new content (like raising the cap to 62 and adding a new desert zone) instead of putting things in reverse to go back and fix old content

29

Sunday, January 2nd 2011, 12:41pm

Bump, I agree with most of what was suggested in the OP. Everything looks solid, and it would definitely bring balance.
I have retired from this game as of the summer of '10. I would like to thank all that i have played with for the good times. I'll be inactive on the forums.

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Wednesday, January 5th 2011, 4:56am

Quoted from "nemecis;355439"

Strength = Offensive stat.

    • +Attack sliding scale (2 for W, Wd | 1.5 for K | 1 for S, R | 0.5 for M, P, D)
    • +Parry (W, K, Wd) -50% cap
    • +Hit (W, K, Wd)
[LIST][LIST]
[/LIST]
[/LIST]

Do this, now. It would put warriors and even knights back on the playing field at least for dps.

Great read nem, totally agree.

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Wednesday, January 12th 2011, 2:51pm

The only thing I disagree with is the part about strength adding parry. Strength should add physical accuracy, IMO. (Or both, that would be fine. :P)

However, this would be somewhat addressed by having dex add physical attack for Warriors, which I believe you added in as well.

If both those changes were made, (str adding parry and dex adding patk), then I could agree with it.

Great post, not quite sure how I missed it, lol.
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32

Wednesday, January 12th 2011, 3:02pm

I don't think it makes sense for Scout and Mage to get 1.5 pdef per Sta where Druids and Priests get 1 pdef. It seems against the glass cannon(s) archetype of Scouts and Magi. And healers need generally better defense as a trade off for their lack of offense.

Just saying the super-duper awesome Scout cranking out mad DEEPS getting more PDef then a Priest waiting for the Scout to run out of arrows is kinda frustrating.

Maybe if Wave Armor was useful, I'd feel differently. But I know that even when I was at 65k Pdef as a P, 1 combo shot would kill me.

Quoted

The insane gear-modding feature has that one-percent spending oodles of cash regardless of whether they can do the content without it. Why? Because RoM created an awesome system that lets players become as super-powered as they see fit. There are already groups of players that can down Manticos in as fast as five seconds. That's far above what's needed to be able to experience that level of content.

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Wednesday, January 12th 2011, 5:28pm

Quoted from "FencerSuzuki;375774"

I don't think it makes sense for Scout and Mage to get 1.5 pdef per Sta where Druids and Priests get 1 pdef. It seems against the glass cannon(s) archetype of Scouts and Magi. And healers need generally better defense as a trade off for their lack of offense.

Just saying the super-duper awesome Scout cranking out mad DEEPS getting more PDef then a Priest waiting for the Scout to run out of arrows is kinda frustrating.

Maybe if Wave Armor was useful, I'd feel differently. But I know that even when I was at 65k Pdef as a P, 1 combo shot would kill me.


Really? I think it's just because the atk power of scouts is too high, or imbalanced, or whatever anyone wants to call it.
2def for K/W
1.5def for R/S
1def for M/P/D
That seems okay to me.
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nemecis

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Wednesday, January 12th 2011, 5:31pm

Quoted from "Rashira34;375771"

The only thing I disagree with is the part about strength adding parry. Strength should add physical accuracy, IMO. (Or both, that would be fine. :P)

However, this would be somewhat addressed by having dex add physical attack for Warriors, which I believe you added in as well.

If both those changes were made, (str adding parry and dex adding patk), then I could agree with it.

Great post, not quite sure how I missed it, lol.


I added Phys Acc to Str.
You'll notice Int | Str | Dex all offer Attack+Acc+Mitigation

Quoted from "FencerSuzuki;375774"

I don't think it makes sense for Scout and Mage to get 1.5 pdef per Sta where Druids and Priests get 1 pdef. It seems against the glass cannon(s) archetype of Scouts and Magi. And healers need generally better defense as a trade off for their lack of offense.

Just saying the super-duper awesome Scout cranking out mad DEEPS getting more PDef then a Priest waiting for the Scout to run out of arrows is kinda frustrating.

Maybe if Wave Armor was useful, I'd feel differently. But I know that even when I was at 65k Pdef as a P, 1 combo shot would kill me.


As we know very well, P and D will generally stack more Stam/HP then a DPS class (assuming they aren't built as dps that is). Thus, for the most part these classes will come close to the Pdef of S and M.

Furthermore, since P and D can heal, I suggest they need the least amount of Pdef derived from stats (since their survivability is already higher).

Agreed S and M should be glass cannons, but as DPS they'll stack less stam then a tank or a melee (in theory at least) and healers ... thus, the 1.5 IMO offers the right balance.

Scouts and Mages have interchangably been the OP classes in ROM since beta. If the game were more balanced, where range and/or AoE+CC didn't offer such a distinct advantage, 1.5Pdef per stam makes a lot more sense then it does today.

I had to base these numbers on where I saw the classes ending up once all these changes are considered.

35

Wednesday, January 12th 2011, 5:53pm

I don't know about that. Part of what I would like to see in stat revision is a greater value in wisdom for heal classes. So that I don't just have to stack stamina and HPB.

65k pdef was a lot unbuffed at the time. Fully buffed and ready to go, I was at k prime numbers, healing for a quarter+ of my health. That's kinda crazy.

Perhaps making it so armor means something will go a long way toward fixing healer classes. But I hate being 1 shot by my scout equals all the same.

Quoted

The insane gear-modding feature has that one-percent spending oodles of cash regardless of whether they can do the content without it. Why? Because RoM created an awesome system that lets players become as super-powered as they see fit. There are already groups of players that can down Manticos in as fast as five seconds. That's far above what's needed to be able to experience that level of content.

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Wednesday, January 12th 2011, 6:45pm

What about content? Isn't it more content problem than game mechanic? I mean, Mages were OP in clops/KS days, even up to HoS and ZS/DL, where AoE and silence was needed. But now, in this era of single-target destruction, scouts and the like are supreme.

While I agree that number values from individual stats need to be changed and remade, I'm also going t oargue the above point as well. If content was more carefully though out, and encounters required something other than burn/immune, than i'm sure we'd see much less mages. Maybe something where you need a rogue to hide to a spot to flip a switch (think zs/dl, but mandatory). Or some place where you absoultly have to silence mobs. (think spontaneous combustion, ZS/DL) Things like that. I'm sure we'd see a decline in the amount of scouts invited to partys over other dps simply because of the way the encounter is designed. But, and i'm just free-thinking here, i'd personally like an encounter where the group members have to aid one another, other than just each person does his own part. It's the point of MMORPG, am I right? For example, why not have something in which 6 classes work in harmony, say, while the tank is tanking, a barrier prevents ranged (mages, scouts, healers) from going further, likewise with melee. And from each side, come a group of mobs that can only be detained (either killed or otherwise) by the adjacent group. Idk, something that offers more than just, see boss, kill boss.

I also read in another thread that yeah, now there are 8 classes, whereas there only used to be 6. Two people are undoubtibly going to be left out. Warden, unfortunatly is a given, so who else is left out? Druid? Why? Because they can't bubble through WA bosses? Knights? Why, because the /k can tank it better in half the time? 8 classes, 3 roles. Tank, Healer, DPS. instances.. Should be just that. Encounters. I think the root of the problem lies is the fact that content sucks, moreso than stat values.

I'm not going against you or anything in this thread, i just wanted to shed a little light on this side of the fence, who knows, maybe it'll be useful :o

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Wednesday, January 12th 2011, 6:58pm

I'd refer you to section B of my post.

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Wednesday, January 12th 2011, 7:06pm

Lol, alrighty, i'm gonna go read it then, lol. Didn't go throught the whole thread ><

39

Wednesday, January 12th 2011, 8:00pm

First off I'm just going to say that I'm a fan of making only necessary changes - if you make too many changes or too profound of a change overall, it can introduce new balance problems and/or break current player builds. The challenge with a mature game like RoM is fixing things while keeping the core gameplay intact.

Anyway, I fully agree with sections B and C... Instances need bigger numbers of mobs and some bosses should summon adds. Hammers and 2-handed axes/swords are woefully underused and a passive damage boost for specific classes would solve this.

Sections A and D are somewhat related and I've got mixed feelings on those.

You're right that the differences in scaling between magic and physical damage are a major problem that needs fixing, but I think that combining both damage types is the wrong way to fix it. The implementation would be messy (it would break some players' builds) and IMO its just too drastic of a change.

As for the attribute tweaks, IMO the only one that's necessary is adding accuracy to STR for the Warrior, Knight and Warden classes. Increasing the effect of WIS on heals (while slightly reducing the effect of HPB) is a good idea as well.

So how do we solve the magic / physical damage scaling problem? Well, like you said, make magical skills use %DPS so that they scale the same as physical skills do. You don't have to merge them in to one damage type, just make them parallel.

1. Either make Shot have a fixed cooldown, or just do a percentage of weapon damage (as opposed to %DPS). This eliminates the "double dipping" from attack speed increases.

2. Add a "cast speed" attribute to wands and staves and adjust their magic damage accordingly. For example, a typical wand would be 2.5 seconds, a typical staff 3 seconds. All other "non-magic" weapons (daggers/swords/etc) could be 3 seconds. For some lols you could add a 1-second wand for magic pewpewpew, or a 5-second staff that would one-shot people with Flame if you don't get interrupted :p

3. Make all instant-cast magic skills use % Magic DPS, similar to most physical skills. They would then benefit from casting speed buffs.

4. Make all cast-time based skills use % Magic Damage, and the cast time would be a percentage of cast speed. For example, Flame and Group Heal would be 100%, Plasma Arrow and Heal 67%, Urgent Heal 33%, etc. These would also benefit from casting speed buffs.

5. Fix DoTs and HoTs so that they also use % Magic DPS or % Physical DPS (depending on skill), and give each tick a chance to crit.
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nemecis

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Wednesday, January 12th 2011, 8:47pm

Agree that the changes you propose make a lot of sense and would greatly improve balance.

My suggestions are by no means "the way it has to be", they're just "the way I see it."

The issue of Mdam and Pdam is a complicated on in a game with a Dual Class system where hybrids especially are hindered by the distinction between Mdam and Pdam.

Furthermore, a major hinderance to "balance" is the difference between Mdam and Pdam, changing Mdam to %based like how you've suggested would go a long way to fixing this discrepancy, however I personally feel that the distinction between Ma, Pa, Mdef, Pdef.

This streamlines the process, one cannot fault performance on "but instance/boss XYZ has higher XDefense than it does YDefense" ... it's cases like that that make it very difficult to gage performance, and thus provide insight and feedback on actual balance.

This process also reduces the clutter in stats. So many stats are considered useless because they include Mdef (something almost no one is inclined to stack), streamline the mechanics to remove the distinction and suddenly these stats become useful. Sure there's some overlap in old content - redundant stats could be removed, and those that already have them would get to keep them with the changed modifiers (think how the no name stats in DoD were eventually resolved).

When considering all the suggestions as a whole, I feel that the removal of the distinction of Mdam and Pdam, Mattack and Pattack, Mdef and Pdef, is necessary if we want a dual class system to become balanced and for hybrids to becom effectual.

***Take the situation of W/M and P/W, the 2 clearest examples of hybrids in ROM****

W/M

Currently W/M must stack Stam/Int/MA/Strength/PA/Dex/HP/Pdef.

This hinders the build artificially. Either they chose to gear for melee (and ignore the bulk of their elites), chose caster (and ignore the bulk of their skills), chose both (and a. do weak melee and magical damage or b. build 2 distinct sets of gear).

Under my system, W/M would stack Stam/Strength/Attack/Hp/Defense.

This allows the W/M to use all their skills, they don't need Int stats, since they get the best attack ratio from Str. They don't need to worry about finding different weapons that don't offer weapon masteries (2h mastery does not apply to staffs - thus in a %dps system they'd be disadvantaged). They can perform both melee and caster damage, and tailor their skill usage to the situation.

A fight requires ranged attacks, great got that covered. Requires, melee, got that covered too! Requires CC+AoE, sweet got that in spades!

This is what folks rolling a hybrid expect, to be able to fulfill an array of functions. This is the allure of a dual class system. Sure W/M may become OP under my system ... but it's much easier to then balance the skills when the mechanics have been streamlined.

P/W
Currently must stack Stam/PA/Pdef/Dex/Wis/HP/Strength (and if they're so inclined MA + Int as well).

This combo can deal Mdam, Pdam and heal, it's got everything. To be most effective they'd require 3 distinct sets of gear! Currently most would settle for 2 (Pdam and Healing) or 1 (hybrid or just specialize), but to truely maximize their potential 3 are necessary.

Under my system they'd require Stam/Attack/Defense/Wisdom/Int/HP.

No strength or dex required. They're no longer hindered low PA values, low +hit values and poor itemization (they can't afterall wear chain or leather ... thus special caster gear must be found or their forced to use gear with ghost stats they don't want).

Again, this build would quickly become OP under my system. Again, changing and scaling skills accordingly would bring them back down to earth, but the build would have an easier time with itemization and perforance in group environments.

***

I use the above examples to illustrate how removing the distinction between Mdam and Pdam would benefit, and why simply changing magic to %DPS doesn't solve enough issues.