Please give us combat stat caps in the new world

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Re: Please give us combat stat caps in the new world

Postby jorb » Wed Nov 01, 2017 9:42 am

Not huge on caps or decay, agree that progression is crazy.
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Re: Please give us combat stat caps in the new world

Postby Granger » Wed Nov 01, 2017 10:30 am

jorb wrote:agree that progression is crazy.

Which is solely stemming from adding mechanics that are, either in itself or incombination with others, completely overpowered:

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Re: Please give us combat stat caps in the new world

Postby Potjeh » Wed Nov 01, 2017 12:45 pm

jorb wrote:Not huge on caps or decay, agree that progression is crazy.

How do you feel about putting the effects of stats on a bounded function, though?
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Re: Please give us combat stat caps in the new world

Postby iamahh » Wed Nov 01, 2017 12:53 pm

jorb wrote:Not huge on caps or decay, agree that progression is crazy.

add Obesity mechanics and it's endless possibilities
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Re: Please give us combat stat caps in the new world

Postby jordancoles » Wed Nov 01, 2017 1:22 pm

iamahh wrote:
jorb wrote:Not huge on caps or decay, agree that progression is crazy.

add Obesity mechanics and it's endless possibilities

Give me cancer ty
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Re: Please give us combat stat caps in the new world

Postby DeadlyPencil » Wed Nov 01, 2017 4:41 pm

I would support some sort of cap on stats but maybe we should look at the cap it a bit differently.

what if we took the damage formula for weapons which is the following:

150 x sqrt( sqrt(quality x strength) / 10)

and we changed it so the effect strength has can only be 4x the quality of your weapon, so:

150 x sqrt ( sqrt ( quality x min( quality x 4, Strength ) ) /10)

This would bring damage in line with a lot of other crafts that are hardcapped by quality. So there would be no theoretical limit to how much strength you can have, but you would need to continue to increase the quality of your weapons to make use from it.


I think something like that would be good for the game.
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Re: Please give us combat stat caps in the new world

Postby maze » Wed Nov 01, 2017 4:51 pm

jorb wrote:Not huge on caps or decay, agree that progression is crazy.


Stat caps are great...
Add in things that realms can do to get past stat caps would be ideal afterwards.

Realm buffs.
item sets (make them harder to get 4-5 slots).

There a lot of subjection's on things for realms to do (Quest for buffs, Slaying beast, Forts, Relics, ect.)

And working on progression land cultivation, job progression and so on.

Could even give "god given creedos" to players you see fit to do a task or job in the world. Nomads & gypsys
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Re: Please give us combat stat caps in the new world

Postby magisticus » Wed Nov 01, 2017 9:18 pm

If not statcap then perhaps a decent system of diminishing return on higher stats? Also needed along with this is sorting out/stopping metal spiralling which is the other side of the equation that leads to ridiculous damage and also encourages bots. Making it so that q200 metal was difficult to achieve and then moving one of the square roots in the damage formula over the strength value while also using the square root of agility rather than base value to calculate the cooldown would be a more elegant fix.
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Re: Please give us combat stat caps in the new world

Postby Tammer » Thu Nov 02, 2017 3:02 am

ricky wrote:The mean stat scores of all players should be calculated. Being above/below the mean incurs fep bonuses or deductions

Ditch the bonuses for being below the mean and I think ricky has an interesting idea towards a soft statcap.
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Re: Please give us combat stat caps in the new world

Postby ricky » Thu Nov 02, 2017 4:21 am

Tammer wrote:
ricky wrote:The mean stat scores of all players should be calculated. Being above/below the mean incurs fep bonuses or deductions

Ditch the bonuses for being below the mean and I think ricky has an interesting idea towards a soft statcap.


Yeah, i originally thought that having it just act as a handicap and not a having a bonus would work very well, but i also feel that having a running bonus would allow players late to the game the opportunity to at least approach the mean easier.
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