What attributes/skills to improve for fighting?

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Re: What attributes/skills to improve for fighting?

Postby daemmonium » Tue May 03, 2011 6:36 am

DatOneGuy wrote:AGI - 'Defense' from Ranged attacks, it just lowers the RNG more towards your favor.


And more important. For cooldowns. The max difference is when you get 2x Agi (or you have 1/2 the Agi of your opponent). If your opponent has double your AGI, then they will get a 20% cooldown reduction, and you a +20% to your cooldowns.

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Saphireking65 wrote:Str does nothing for melee, it's all in the sword.


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Re: What attributes/skills to improve for fighting?

Postby Sevenless » Tue May 03, 2011 6:48 am

Saphireking65 wrote:Obviously because their melee sucks and some of the damage is being absorbed by the opponent's defense bar.


STR is actually included in the damage a weapon does. Pretty sure the formula is Wep dmg = Wep base * sqrt( sqrt( Wep Q * STR) )

So yeah, STR is important for a melee fighter too.

Of all the stats listed, I've often heard AGI referred to as the most important thing a close range fighter has outside their UA or MC levels. That cooldown change, and forcing your opponent to have worse cooldowns, is critical in combat. STR is nice, but like other people are saying don't forget CON. Who knows when you might need to swim that 20 tile river to get away from a horde of angry Russians. And hell, the extra HP may mean the difference between you being incapped and you staying up to keep in the fight.

Realistically speaking, you're unlikely to ever need CHA in battle. Its uses are limited and only does something in a highly organized party who have a way of communicating which target is the priority. Don't forget PER though, especially since everyone in this world is raising INT. Being able to track someone efficiently is nice. Mind, stealth is completely unused for the most part but hey, why not. Good for hunting too in your downtime.
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Re: What attributes/skills to improve for fighting?

Postby DatOneGuy » Tue May 03, 2011 6:55 am

Thank you completely forgot AGI's change there with speed.
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Re: What attributes/skills to improve for fighting?

Postby cloakblade » Tue May 03, 2011 7:46 am

Sevenless wrote:
Saphireking65 wrote:Obviously because their melee sucks and some of the damage is being absorbed by the opponent's defense bar.


STR is actually included in the damage a weapon does. Pretty sure the formula is Wep dmg = Wep base * sqrt( sqrt( Wep Q * STR) )

So yeah, STR is important for a melee fighter too.

Of all the stats listed, I've often heard AGI referred to as the most important thing a close range fighter has outside their UA or MC levels. That cooldown change, and forcing your opponent to have worse cooldowns, is critical in combat. STR is nice, but like other people are saying don't forget CON. Who knows when you might need to swim that 20 tile river to get away from a horde of angry Russians. And hell, the extra HP may mean the difference between you being incapped and you staying up to keep in the fight.

Realistically speaking, you're unlikely to ever need CHA in battle. Its uses are limited and only does something in a highly organized party who have a way of communicating which target is the priority. Don't forget PER though, especially since everyone in this world is raising INT. Being able to track someone efficiently is nice. Mind, stealth is completely unused for the most part but hey, why not. Good for hunting too in your downtime.

Actually due to INT being raised to at least 100 for attention reasons alone. Increasing your Stealth to go beyond the average ranger's spot check is a decent idea. Though due to the re-load re-roll trick where you can basically see any scent with 10 Exploration*Perception it is still kind of not worth it. Though I wouldn't be surprised to see it be more and more common especially on alt that could just be used to take stolen goods off claimed land. Then stuck in a hearth vault.
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Re: What attributes/skills to improve for fighting?

Postby DatOneGuy » Tue May 03, 2011 7:52 am

There's a limit to rerolling.

W3:
100k PER*EXP, over 200 tries : Cannot see scents of 200k INT*Stealth character
130k PER*EXP, every 10~20 tries: Can see scents of 200k INT*Stealth character
If you're around half I'd gander you can't see it.
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Re: What attributes/skills to improve for fighting?

Postby Potjeh » Tue May 03, 2011 12:56 pm

I bet 10$ it rolls the same as for herbs, ie 1/2 the perp's int*stealth is the minimum to see, equal lets you see half the time, double sees always.
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Re: What attributes/skills to improve for fighting?

Postby DatOneGuy » Tue May 03, 2011 1:28 pm

Potjeh wrote:I bet 10$ it rolls the same as for herbs, ie 1/2 the perp's int*stealth is the minimum to see, equal lets you see half the time, double sees always.

That wouldn't be too bad although I'd push for minimum to be 75% at least.
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Re: What attributes/skills to improve for fighting?

Postby MagicManICT » Tue May 03, 2011 3:41 pm

Correct me if I'm wrong here, but...

Don't you actually have to still have enough per*exp to actually be able to track the scent after it has been collected? Don't know how many times I've seen players asking about why they are just getting one big red circle.
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Re: What attributes/skills to improve for fighting?

Postby cloakblade » Tue May 03, 2011 4:27 pm

MagicManICT wrote:Correct me if I'm wrong here, but...

Don't you actually have to still have enough per*exp to actually be able to track the scent after it has been collected? Don't know how many times I've seen players asking about why they are just getting one big red circle.


Sure but if you even get a partial pie slice you can use that information from different angles to essentially triangulate their coords. Only when the pie slice is bigger than 50% does it start to hurt.

While on the subject: If you get a pie slice that is 90 degrees (1/4 of the circle) is it centered on where they are or is it slightly randomized? Otherwise couldn't we use a client to tell us exactly what direction the person is in?
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Re: What attributes/skills to improve for fighting?

Postby Foarl » Tue May 03, 2011 4:41 pm

cloakblade wrote:
MagicManICT wrote:Correct me if I'm wrong here, but...

Don't you actually have to still have enough per*exp to actually be able to track the scent after it has been collected? Don't know how many times I've seen players asking about why they are just getting one big red circle.


Sure but if you even get a partial pie slice you can use that information from different angles to essentially triangulate their coords. Only when the pie slice is bigger than 50% does it start to hurt.

While on the subject: If you get a pie slice that is 90 degrees (1/4 of the circle) is it centered on where they are or is it slightly randomized? Otherwise couldn't we use a client to tell us exactly what direction the person is in?


To my knowledge it's somewhat randomized, but not enough so to stop you from tracking it. You have to remember that sure, the occasional crime only has 1-2 scents, but most scenes have 50-100 scents. If you spam enough track attempts you'll notice that they center around a given direction and you can still track it.

Another issue is that INT caps in usefulness at 100-150 except for the tracking, PER caps much much higher. Probably well over the 200 range just for hunting needs alone. The net result is that you still end up with PER*EXP scores much higher than the average INT*STE score.

I personally don't think the benefits of stealth are enough to make it worth the LP investment. Heh, if anything I think INT*STE score shouldn't just make tracking somewhat chance based, it should make it a pain. Beating the trackers score should slow down how long it takes to collect a scent, and it should slow down the scents recharge bar when tracking. Now that would make re-rolling a real pain.
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