If I remember correctly in runuo focus was a skill that regenerated health, stamina and mana. In every shard I played that skill was necessary. I bet without it there would be no base regen at all.
Not completely sure but atleast it has been included in every class on runuo pang now.
Class changes
Moderator: Game Masters
Re: Class changes
A few key notes:
- We are planning on trying to use the weapon-abilities that come with RunUO, with one ability available at weaponskill 85 and the other at weaponskill 100. These use stamina, and focus helps regenerate stamina (it may be that focus does both mana and stamina at the moment, in which case I'd prefer to remove the mana component).
- A few of the skill changes were in order to try and normalise the total skillpoints for classes, for example the addition of spirit speak to priests. (There are no plans to allow them to use necromancy, it's just so they can commune with the dead).
- Assume no special bonuses like health regen, automatic poison resistance, etc. for now - although we may introduce something like that if needed in the future (also keep in mind that healing works differently now, with dex playing a part). Re: mages, casting speed could certainly be considered (and easily implemented)
- Assume that existing armor/weapon restrictions are the same, except rangers to be restricted to archer suit in line with differentiating them somewhat from knights (also, notice significant stealth boost, which will be more useful with heightened changes).
- Archers were never changed because they were so popular given their OP'ness (and hence any nerfs would unleash a whine-storm) plus Boris always vetoed the many times we proposed changes based on "CLASSES ARE UNTOUCHABLE, MKAY".
Archers are basically a combination of assassins and rangers, with the advantages of both and none of the disadvantages (hence why we always had so many archers, and so few assassins, rangers or warriors). Giving archers the option of transferring to assassin, warrior or ranger should give players plenty of options to maintain their favourite aspect of the class.
- We are planning on trying to use the weapon-abilities that come with RunUO, with one ability available at weaponskill 85 and the other at weaponskill 100. These use stamina, and focus helps regenerate stamina (it may be that focus does both mana and stamina at the moment, in which case I'd prefer to remove the mana component).
- A few of the skill changes were in order to try and normalise the total skillpoints for classes, for example the addition of spirit speak to priests. (There are no plans to allow them to use necromancy, it's just so they can commune with the dead).
- Assume no special bonuses like health regen, automatic poison resistance, etc. for now - although we may introduce something like that if needed in the future (also keep in mind that healing works differently now, with dex playing a part). Re: mages, casting speed could certainly be considered (and easily implemented)
- Assume that existing armor/weapon restrictions are the same, except rangers to be restricted to archer suit in line with differentiating them somewhat from knights (also, notice significant stealth boost, which will be more useful with heightened changes).
- Archers were never changed because they were so popular given their OP'ness (and hence any nerfs would unleash a whine-storm) plus Boris always vetoed the many times we proposed changes based on "CLASSES ARE UNTOUCHABLE, MKAY".
Archers are basically a combination of assassins and rangers, with the advantages of both and none of the disadvantages (hence why we always had so many archers, and so few assassins, rangers or warriors). Giving archers the option of transferring to assassin, warrior or ranger should give players plenty of options to maintain their favourite aspect of the class.
Re: Class changes
Also, regarding religious characters.
They are likely going to be a bit hurting at first (especially priests) while we're still working on rolling out the religion system. It would be great to have it fully functioning right away, but I think it's something we should push in the interest of making sure that we launch (it will however be a high priority, as we know how many players this affects).
Once it has been added, according to our current ideas, the main difference will be that the number of rites/rituals available at one time would be greatly restricted. So you can still be a strong support priest, defensive priests or offensive priest (or a moderate one in all respects), but not all at the same time.
They are likely going to be a bit hurting at first (especially priests) while we're still working on rolling out the religion system. It would be great to have it fully functioning right away, but I think it's something we should push in the interest of making sure that we launch (it will however be a high priority, as we know how many players this affects).
Once it has been added, according to our current ideas, the main difference will be that the number of rites/rituals available at one time would be greatly restricted. So you can still be a strong support priest, defensive priests or offensive priest (or a moderate one in all respects), but not all at the same time.
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Re: Class changes
i assume that every weapon is equally good vs another of same skill. ie. dagger vs spear. same dps? if not theres no point to bring in weapon abilities.
and yes focus also regens your mana. and when your stamina is full you hit faster then with 10/100. will we get items to have stamina over your dexterity? as dexterity itself doesnt affect your hit speed but the amount of your stamina. but then you have property called "stamina increase" and then your stamina pool grows bigger(108/100)
and yes focus also regens your mana. and when your stamina is full you hit faster then with 10/100. will we get items to have stamina over your dexterity? as dexterity itself doesnt affect your hit speed but the amount of your stamina. but then you have property called "stamina increase" and then your stamina pool grows bigger(108/100)
i guess you guys have alot to tweak within the skills and stats about how they work if you want to create balanced shard.Stamina is one of the main statistics-based functions of your character along with Mana and Hit Points. Stamina is determined by Dexterity and Focus, which translates into your total Stamina pool. Swing speed is dependent on Stamina. Stamina is depeleted when either your character takes damage, or is holding beyond his/her weight capacity and attempts to move.
Your Stamina pool can be increased by certain Item Properties, such as Stamina Increase and Stamina Regeneration. An opponent who swings a Mace Fighting weapon can reduce your Staminia more than other weapons. Some creatures can drain Staminia, like the Crystal Lattice Seeker and Ethereal Warrior.
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Re: Class changes
To what extent are skills porting? Will my ancient tailor be an ancient/heightened provisioner?
Basic math says a maxed provisioner has 490 more skill points more than a maxed tailor.
Basic math says a maxed provisioner has 490 more skill points more than a maxed tailor.
Re: Class changes
I bet with this staff they are not going to consider that heightens are 10 times harder to train than 90-100% level skill, along with the fact that gain rate halves on each 10% of skill.
So basicaly your 5% heighten is going to transfer to 5% of any skill on any level.
So basicaly your 5% heighten is going to transfer to 5% of any skill on any level.
Re: Class changes
Your heightened gains will be stored as a prop on your character for when we introduce the heightened system. In the meantime, you'll need gain the additional skill points to reach "heightened status". Once you do, and once heightened is introduced, you'll be able to assign those heightened gains however you'd like.Arden Darkfall wrote:To what extent are skills porting? Will my ancient tailor be an ancient/heightened provisioner?
Basic math says a maxed provisioner has 490 more skill points more than a maxed tailor.
Re: Class changes
Minor deviation from the topic:
Thanks for continuing the work behind leading the PangaeaRunUO project. For many of us old Pang vets, it really is something to look forward to.
As you were.
Thanks for continuing the work behind leading the PangaeaRunUO project. For many of us old Pang vets, it really is something to look forward to.
As you were.
Re: Class changes
I have an archer, so it's safe to say I'll need to make a decision on where to go with it. I'm just wondering, will my fencing me converted into swordsmanship if I choose to go ranger or are we only keeping the skills that are in said class already?
If we're swapping skills about, I'm just wondering what'll be the conversion rate will be. For example, 80 poisioning doesn't exist on ranger, so would that be dropped to 0 and no compensation or will I get 80 of skill currently in the rangers 85's that I don't have?
I'm not whining btw, just asking. Whatever you guys choose to do is cool with me.
If we're swapping skills about, I'm just wondering what'll be the conversion rate will be. For example, 80 poisioning doesn't exist on ranger, so would that be dropped to 0 and no compensation or will I get 80 of skill currently in the rangers 85's that I don't have?
I'm not whining btw, just asking. Whatever you guys choose to do is cool with me.
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Re: Class changes
I have an Archer, my question is, will I be completely useless if I go with Ranger but do not join a religion? How big a part is it going to hurt me not to have a tome, that is the whole reason I made an archer, I wanted to use archery but not be bogged down in the fuckstorm that is religions?
I am not interested too much in Warriors or Assassins, for one thing, unless assassins are drastically changed, I do not pvp and as such makes that class useless for me and ultimately wanted to plink things with arrows.
Essentially am I going to have an Archer who has had his balls ripped off unceremoniously because I do not want to join a religion or am I going to be essentially an archer if I do not have a tome?
I think I've already decided that I do not intend to stay within the religion system with my characters when RunUO Pang launches so I was a little disheartened when I found out I probably trained an archer for nothing.
I am not interested too much in Warriors or Assassins, for one thing, unless assassins are drastically changed, I do not pvp and as such makes that class useless for me and ultimately wanted to plink things with arrows.
Essentially am I going to have an Archer who has had his balls ripped off unceremoniously because I do not want to join a religion or am I going to be essentially an archer if I do not have a tome?
I think I've already decided that I do not intend to stay within the religion system with my characters when RunUO Pang launches so I was a little disheartened when I found out I probably trained an archer for nothing.
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