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Post by smoo404 on Sept 28, 2005 22:52:07 GMT
Ok, I been mia from AA for long time and now there's these new level thingies....I curious what the prevailing thoughts are on which classes got the best (and worst) deal with extra levels, and more important, getting new level bonuses specific to each class in one handy refference point! So far my knowledge is shallow and vague, goes a little like this.. Pallys: more smite (I assume, added block(amount?) I don' play pallys. Rangers: +1 woodcraft/level,+2block/level....some kind of strike bonus Mages: some spells get uber, some spells stay same and are thusly nerfed *cough* acid arrow *cough cough*....so far seems like fireball and venom spit are some of the winners. Fighters:.....ummm Fury. Necros: ummm, more rot, lifesteal?(amount? Any increase in undead effectiveness? Rogues: increased parry/reposte bonus...better backstab? Not sure of the amounts... Clerics: increased wrath/hammer/fix(amount ?) increased blocking, I assume. Shifters: increased breath/claw(amount of increase?) +5 ability to idling/level
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Post by Frog with feathers on Oct 3, 2005 6:18:55 GMT
One of the most obvious things is 4HP/SP per level added to your max. For certain class spells the result is similar to int boosters.
For clerics each level seems to add about 1HP to the average fix I think, not really calculated just observed in combat. Also I think fixing others improves much better than fixing yourself. Might be wrong but cure seems to be based on only wisdom so it still sucks as fix improves. No idea about offensive spells.
I haven't really used the higher levels either
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Post by smoo404 on Oct 4, 2005 0:04:46 GMT
Yep, I didn't include the hps/sps since they are awarded regardless of class....the other such bonus is the carry ability which I totally forgot about, I haven't tested it, maybe one extra bottle per level? That would be quite a significant increase if so.
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Post by CalviN on Oct 4, 2005 13:05:07 GMT
*think* I think it's 1/2 bottle per level. I had 37 carry at lvl 19... 43 carry at lvl 31. That's 6 bottles , 12 levels... *peer*
So yeah... it's a pretty damn significant increase, when you think about it. I can wear ichor, all the trimmings (cloak, boots, pack, sack, pouch, pipe, etc) and carry all my heals... and by the time we've done a few areas, and I've used some of the heals, I can help get eq. With a lvl 25 dwarf pally, I can carry -all- the heals I need with ichor n toys. (which I couldn't do before... not by a long shot...) Unless my bashers go nuts and each buy a load of kniggets, that is... *peer*
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Post by smoo404 on Oct 6, 2005 1:41:53 GMT
Ah so, good to know; I haven't weighed any of my alts since lumbering back, but yea, a full bottle would be pretty damn sweet, but never get past Palance. I wonder if its rounded down or up...*looks in vain for the half-bottle weight items*
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Post by CalviN on Oct 6, 2005 22:47:23 GMT
*ponder* Uh... why wouldn't it get past Palance?? (Cute, btw... Palance... *snicker* ) Seeing as how he's the one that coded the new levels, and he's the one that decided to give each level a carry increase... (which I fokking LOVE, just for the record.) if he decided that a 1 bottle per level increase was kosher... who would've vetoed it? *peer* I can see it now.... Paldin: Ok, so, on top of the 4 hps/sps per level thing, I'm gonna give them a bottle per level carry increase. So, the higher they get, the more heals/eq/loot they can carry... which will give them a significant increase in killing power as they increase in level, with the extra longevity they'll have in combat due to better/more eq and more heals on hand. Jr.BaconBalanceAssistant: Um, no... can't be having any of that. Yeah.... We're going to drop it to a half a bottle per level... cuz, like, that's a bit excessive and stuff. Yeah... and I'm gonna need you to come in on Saturday... yeah..... Paldin: Uh... smoke a little more, crackerhead. Can you say "Demotion"? No? How bout "Back to snivveling little apprentice so fast it'll make your head spin."?? Allllllrighty then... so, after the 4 sps/hps and 1 bottle carry capacity bonus per level, I've got this neat little ability for Fighters... called Fury..... *mgrin*
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Post by Wolvie on Oct 10, 2005 18:22:07 GMT
I think that is pretty spot on there, and I think is the problem with balance. EVERYONE, I'm betting even the balancers, has this idea of balance as being very draconian. The only person who knows differently is Paldin. This is why I think only Paldin could of coded level increases and ranger wolves, cause he is the only one that would have known to allow them to be as good (if not overbalanced *cough*wolves*cough*) as they are.
I mean seriously, here you have balance who has been historically beating on necros with an undead that, while it can wear/wield stuff, you have to heal several times in most battles that costs 250(?) and 25 sps a pop, renew every 30-40 mins, and have to be careful with your commands so that it doesn't go berserk with all the equipment on it and beat on your head. Now we have wolves who stay through reboot, will NEVER attack you (unless there is some strange way to screw up that I haven't heard about), and the way to heal and maintain it is the same thing, meat, which is cheap or free, depending on the ranger play style.
I suppose the time to raise the wolf fully balances it out in Paldin's estimation, but who else would of thought that this was even realistically possible. Sure, some people would suggest it, but most rational people would be like, "Nice, but no way Paldin would allow it."
I'll leave levels be for now, since most of you have probably already read my thoughts on the senate board. But along that same thread, anyone else notice that wolves' appearances aren't so random. Like, I'm willing to bet that once you get to the first shed, you can determine the final appearance as long as you know how everyone other pattern started out. I've seen 2 or 3 other wolves that look identical (except for size and probably condition) as my ranger's and then several wolves of other rangers' that look exactly the same. Talk about half assed! Off the top of my head, I could easily come up with a way to associate many different base colours with other patterns and highlight colours that will go with it to make each wolf much more original.
And how bout that website... I was hoping that every week, every month, every refresh, there would be a new NPC profile. Its like stuck on Lou or its another half-assed Paldin project. Then again, it could just be Celyia not having enough portraits done which is understandable since that is different than a few lines of code...
Hehe... putting all the bang I can into this.
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