Author Topic: High level charms based on stats  (Read 4917 times)

Arimith

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Re: High level charms based on stats
« Reply #15 on: 09:43:22 - 05/10/12 »
Just 800 Power would deal 104 damage with 3 hits

If you hit 1200 Power, you're doing 168 damage over 4 hits.  Without any boost...
Loose is what your underwear is when the elastic breaks
Lose is what then happens to your dignity

Yogurt

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Re: High level charms based on stats
« Reply #16 on: 09:59:29 - 05/10/12 »
Just 800 Power would deal 104 damage with 3 hits

If you hit 1200 Power, you're doing 168 damage over 4 hits.  Without any boost...

Like Demoncrusher you are supposed to keep only one piece of that (memorial) charm :)
(p.s. I think one player gets his specific charm when his first stat raises over 100 or when he chooses his T1 class.)
Modulation Crystal takes effect, Sourmilk's armor raises to 148
Sourmilk's melee attacks are increased by up to 2940
Sourmilk's magic attacks are increased by up to 2940
The Modulation Crystal loses its glow

Gabbin

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Re: High level charms based on stats
« Reply #17 on: 14:35:25 - 05/10/12 »
There has been some talk about using player stats as a conditional for additional effects, but it has stayed talk.  That said, if the flat amount can be pulled in for a conditional it should be able to be pulled in to a For loop.  So, possible, sure.

...of course I'd be interested in that leading to temporary/battle-long stat-damaging attacks to diminish their effectiveness.

...which would lead to situations where charms in your gear might have higher requirements than you temporarily have, resulting in a dead draw.  Which would be an awesome reason to keep increasing your stats after you've met the minimum reqs for everything.  Would certainly make me feel better about not having a stat/level cap, anyway.

But that would probably be a 3-5 patch evolution, which is a long time to basically focus on one effect.
Everythings easier in pseudocode!

Sparky

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Re: High level charms based on stats
« Reply #18 on: 18:02:46 - 05/10/12 »
Which would be an awesome reason to keep increasing your stats after you've met the minimum reqs for everything.  Would certainly make me feel better about not having a stat/level cap, anyway.
To character general status:

* For every 40 pow: +1 damage to all direct melee hits
* For every 40 int: +1 damage to all direct magic hits
* For every 30 dex: +1% piercing to all direct hits
* For every 30 con: +1 HP

Would also give some meaning to stat distribution (and also class, whether you choose to be better at magic or melee, or neither) again at top level.

[/thread][/troll]
[15:57]   <Evangeline88>   nah, Slyguy is exceptional ... he can deal with everyone easily?

http://tinyurl.com/2b52xar

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Medefe

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Re: High level charms based on stats
« Reply #19 on: 13:51:18 - 05/13/12 »
[/thread][/troll]
Thank goodness! For a second there I thought you were serious.

Sparky

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Re: High level charms based on stats
« Reply #20 on: 14:01:59 - 05/13/12 »
[/thread][/troll]
Thank goodness! For a second there I thought you were serious.
;)
[15:57]   <Evangeline88>   nah, Slyguy is exceptional ... he can deal with everyone easily?

http://tinyurl.com/2b52xar

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