Which of these Fighter classes (still) need boosting?

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Moderator: Game Masters

Which classes (still) require boosting?

Archer
11
11%
Assassin
27
27%
Barbarian
12
12%
Knight
13
13%
Priest
6
6%
Ranger
10
10%
Warrior
20
20%
 
Total votes: 99

Bloodtouch
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Re: Which of these Fighter classes (still) need boosting?

Post by Bloodtouch »

Darian Darkmind wrote:The only problem with warrior's better regeneration is the fact it is interupted each time you take damage. If it wasn't, warrior would be pretty nice..
That's the only issue I see as well , rest is fine. (imho)
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Boris
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Re: Which of these Fighter classes (still) need boosting?

Post by Boris »

We're limited to the tools we have, so our only option is to toggle with the basics. If Warrior class is not a-okay in its current form, the only viable option is boosting the regeneration to 15HP/tick.

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Boris
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Re: Which of these Fighter classes (still) need boosting?

Post by Boris »

Still waiting for Darion's results, but these are my small results based on 2x5 sets...

Code: Select all

<number> = number of hits with poison
/ = poison rubs off
x = poison worn off
  • 100 poisoning /w deadly poison

    Code: Select all

    5/5/4/7/3/x = 24 hits
    13/8/3/15/5/x = 44 hits
    4/5/10/2/19/x = 40 hits
    18/5/5/6/6/x = 40 hits
    7/3/4/9/19/x = 42 hits
    
    MAX = 44 hits
    MIN = 24 hits
    AVG = 38
    85 poisoning /w deadly poison

    Code: Select all

    3/3/3/3/8/x = 20 hits
    3/1/1/4/2/x = 11 hits
    1/1/1/5/3/x = 11 hits
    1/2/1/1/1/x = 6 hits
    2/4/4/4/2/x = 12 hits
    
    MAX = 20 hits
    MIN = 6 hits
    AVG = 12 hits
This is a very small 30 minute test run, but it should give at least some figures. Magical clothing doesn't affect wear-off rates, so 85+10 doesn't matter (nor do 100+10). From this we can indicate that 100 poisoning lasts around 3x longer than 85 poisoning. If that's still not worth it, the wear-off rate can be boosted even more. Dropping the wear-off rate to 10% at 100 is doable, but I wouldn't go any lower from that.

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Glarundis
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Re: Which of these Fighter classes (still) need boosting?

Post by Glarundis »

i wouldn't mind that the drop rate is (IN TOTAL) like that, but what is really annoying is that, when you depend on deadly poison, you get back to less poisoned weapon and less and less until it wears off. Deadly poison should be deadly, even if some of it is gone already..because if not, then it means you're talking about quantity of poison, and then we should be able to get deadly poison on weapon by putting like 5 greater poisons or 30 lesser poisons or whatever :D nah just joking

now seriously, when you get dropped to greater poison you lose your advantage...so it should last on deadly stage a bit more.

guess putting it to 10% would be good. and boosting the other levels. 90 poisoning is already hard to get and you get 40% chance to drop the level...means that after 1/2/3 hits max you're down to greater shit
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Boris
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Re: Which of these Fighter classes (still) need boosting?

Post by Boris »

Glarundis wrote:now seriously, when you get dropped to greater poison you lose your advantage...so it should last on deadly stage a bit more.
It isn't that straight-forward with high poisoning. Even if the poison level is at its lowest stage, it can still hit deadly level.

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Darian Darkmind
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Re: Which of these Fighter classes (still) need boosting?

Post by Darian Darkmind »

Can is a whole different story than Will. So, although it can hit deadly poison at lower levels, it won't do so every time and therefore it is better to use a new poison the moment one or two levels of your poison rubs off. Maybe Glarundis is right and this should be changed. Even if the poison rubs off, it won't be weakened in strength. It would just be an indicator that you're soon running out of poison. After all, deadly poison is deadly poison even if there's only few drops of it left.

Though maybe this can be a bonus to those with 90+ base poisoning.

Also, am I understanding this right, but are magic poisoning clothes useless nowadays? Especially if you have 100 base. Imo 110 skill should have clear difference and 115 even more so.
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Boris
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Re: Which of these Fighter classes (still) need boosting?

Post by Boris »

Darian Darkmind wrote:Also, am I understanding this right, but are magic poisoning clothes useless nowadays
Ofc magical clothing plays a part. It just doesn't affect wear-off rates. It mostly affects how hard and how often the poison hits, and of course the actual applying. Poison potion requires x skill and how much you have more than that x, the better.

Even the wear-off rates depend on chances. You can hit 40 times dpoison in a row, or 1 time. Of course the chances for those are small, but there's always a chance.

Last time I tested 10%, the spear broke before the poison was worn-off... but as mentioned, it's all about chances.

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Re: Which of these Fighter classes (still) need boosting?

Post by Xerxes »

If I am not mistaken there would be a possible revamp of parrying, making the skill much more useful.
This would certainly boost warriors/knights a lot. Is there any update on this *unless I am dreadfully mistaken*
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Glarundis
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Re: Which of these Fighter classes (still) need boosting?

Post by Glarundis »

Boris wrote: Last time I tested 10%, the spear broke before the poison was worn-off... but as mentioned, it's all about chances.

- Boris
wth?so you used a spear that broke before 50 hits or so?..xD

anyway, i didn't know it was like that with higher poisoning. so we can hit deadly with less poison level. but what is the rate?is there any logic in it or is it just random and for that matter we should apply a deadly even before the poison wears off completely?
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Boris
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Re: Which of these Fighter classes (still) need boosting?

Post by Boris »

Glarundis wrote:wth?so you used a spear that broke before 50 hits or so?..xD
Around 100. Talking of 'a spear' which doesn't last long anyhow. Even with the current system I've had runs over 60, so that 50 is already doable.
Glarundis wrote:anyway, i didn't know it was like that with higher poisoning. so we can hit deadly with less poison level. but what is the rate? is there any logic in it or is it just random and for that matter we should apply a deadly even before the poison wears off completely?
I don't have any specs - but it must be tied to high skill. Just tried a gpoison with 110% and the first hit was deadly poison level. That's irrelevant to me anyhow. We have tools to adjust the wear-off rates and that's what matters. It separates high base skill from 85+10. For now we simply wait for Darion's data.

- Boris
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