PDA

View Full Version : A new skill to create a nurf variable



ZoVoS
04-03-06, 18:33
currently we have 5 skills. each class has 300 points to distribute over said 5 skills

these are



INT STR CON DEX PSI
TANK 20 100 100 70 10
MONK 100 20 45 35 100
PE 60 60 65 80 35
SPY 100 40 40 100 20


i propse the introduction of a new skill called luck which will increase the numbers to 350


INT STR CON DEX PSI LUK
TANK 20 100 100 70 10 50
MONK 100 20 45 35 100 50
PE 60 60 65 80 35 50
SPY 100 40 40 100 20 50


this can then be manipulated to lower/raise other stats accordingly



INT STR CON DEX PSI LUK
TANK 20 100 100 70 10 50
MONK 100 20 35 35 100 75
PE 60 60 60 80 35 55
SPY 100 45 40 100 20 45


tanks being created by the monks are mildy superstitious n have an average faith in luck

pe's relying on mental powers n there wits n skills belive higher in luck than most

spys belving the world is preset n relying on techology have little faith in luck

monks being spiritual and relying on the cosmos have the greatest faith in luck


luck subskills will be as follows

Damage managment
Damage infliction
Technical
Psi Effectivness
Visual Perseption
Focus

these skills almost all alter values on a percentage. at lvl 75 thereticaly the most u can get from any stat is about 145 so ill only explain between 0-145

(also a mild nurf of monk armour would be usefull)

-=-=-=-=-=Damage managment=-=-=-=-=-

-= increases defence by a percentage of what they are also based on class (tank gets a 2x normal bonus pe's 1.5X spys 1X and monks 0.5X =-

0
no bonus

120
2.48% incrase on all resists (tanks get 4.96% - monks get 1.24%)
10% increase on natural heal rate (tanks get 20% - monks get 5%)
2.48% increase on food/med kits ( tanks get 4.96% - monks get 1.24%)

145
3% incrase on all resists (tanks get 6% - monks get 1.5%)
12% increase on natural heal rate (tanks get 24% - monks get 6%)
3% increase on food/med kits ( tanks get 6% - monks get 1.5%)

So some real examples... a tank has 200 energy resist. this gives him a 76% defence against energy. he has all his points in this stat giving 120 points
he gets a aditional bonus of 4.96% applyed to his 76% (NOT ADDED) giving him a bonus 3.7696% giving him a total 79.7696%

a monk with 145 points invested would obtain a 1.5% bonus. with a base of 120 in a stat reciving a bonus of 71.1% gaining 1.0665% to the value giving a total of 72.1965% in that stat


-=-=-=-=-=Damage infliction=-=-=-=-=-

-= increases damage based on class (tank gets a 4x normal bonus pe's 3X spys 3.5X and monks 0.5X (this is due to %caps on weapons) =-

0
no bonus

120
0.8275% incrase on all damage


145
1% incrase on all damage


a tank with 120 points invested would obtain a 3.31% bonus. as they cap at 178 (mun its gona be embarising if thats not right :P cant be bothered to go in game to check. its 17- cant remember what withough checking :P my stats have been the same for quite a while i dont question it) so thats boosted to 183.8918% damage

a monk with 145 points invested would obtain a 1% bonus. as they cap at 576% to the best of my knowlage (never capped offencive because i am a hyb i dont like pure monks) then they will obtain 5.76% bonus ontop of there damage doing 581.76% now


-=-=-=-=-=Technical=-=-=-=-=-

these would increase slot chances and decrease lube used, and maby up to a 1% basic stat bonus if over 100+ in the skill (items reaciving a 119% damage would get a 120% but not over 120%) also a CHANCE at decreasing speed of construct/implant ect considerably


-=-=-=-=-=Psi Effectivness=-=-=-=-=-

The effectiveness forien psi has on you. from decreasing para and damage boost to increasing heal rate and shelter/deflector effectivness

i havent come up with values on this. it would have to be carefully checked to prevent over powering


-=-=-=-=-=Visual Perseption=-=-=-=-=-

increases SL and SIMP gain. multiplys ur bater skill by asmuch as 1.5% increases SL and SIMP gained of missions. decreases rate of SL and SIMP loss when killing enemys. if you have over 110 in this skill you will beable to buy from other FSM on the condition you are allied/nuteral and have 100SIMP in there fraction while having 100 soul light


-=-=-=-=-=Focus=-=-=-=-=-

decreases the amount of SI you get from lomming or genrepping. increases hacking ability % wise (more hack more increase) increases repair and mild increase on aim for weapons (ret closing faster)


not all the values are worked out. it will probably need a revise as its just a first draft... what do u think. nething needing to be added. nething unbalanced or needs to be taken away???

onero S
04-03-06, 19:09
currently we have 5 skills. each class has 300 points to distribute over said 5 skills

these are



INT STR CON DEX PSI
TANK 20 100 100 70 10
MONK 100 20 45 35 100
PE 60 60 65 80 35
SPY 100 40 40 100 20


i propse the introduction of a new skill called luck which will increase the numbers to 350


INT STR CON DEX PSI LUK
TANK 20 100 100 70 10 50
MONK 100 20 45 35 100 50
PE 60 60 65 80 35 50
SPY 100 40 40 100 20 50


this can then be manipulated to lower/raise other stats accordingly



INT STR CON DEX PSI LUK
TANK 20 100 100 70 10 50
MONK 100 20 35 35 100 75
PE 60 60 60 80 35 55
SPY 100 45 40 100 20 45


tanks being created by the monks are mildy superstitious n have an average faith in luck

pe's relying on mental powers n there wits n skills belive higher in luck than most

spys belving the world is preset n relying on techology have little faith in luck

monks being spiritual and relying on the cosmos have the greatest faith in luck


luck subskills will be as follows

Damage managment
Damage infliction
Technical
Psi Effectivness
Visual Perseption
Focus

these skills almost all alter values on a percentage. at lvl 75 thereticaly the most u can get from any stat is about 145 so ill only explain between 0-145

(also a mild nurf of monk armour would be usefull)

-=-=-=-=-=Damage managment=-=-=-=-=-

-= increases defence by a percentage of what they are also based on class (tank gets a 2x normal bonus pe's 1.5X spys 1X and monks 0.5X =-

0
no bonus

120
2.48% incrase on all resists (tanks get 4.96% - monks get 1.24%)
10% increase on natural heal rate (tanks get 20% - monks get 5%)
2.48% increase on food/med kits ( tanks get 4.96% - monks get 1.24%)

145
3% incrase on all resists (tanks get 6% - monks get 1.5%)
12% increase on natural heal rate (tanks get 24% - monks get 6%)
3% increase on food/med kits ( tanks get 6% - monks get 1.5%)

So some real examples... a tank has 200 energy resist. this gives him a 76% defence against energy. he has all his points in this stat giving 120 points
he gets a aditional bonus of 4.96% applyed to his 76% (NOT ADDED) giving him a bonus 3.7696% giving him a total 79.7696%

a monk with 145 points invested would obtain a 1.5% bonus. with a base of 120 in a stat reciving a bonus of 71.1% gaining 1.0665% to the value giving a total of 72.1965% in that stat


-=-=-=-=-=Damage infliction=-=-=-=-=-

-= increases damage based on class (tank gets a 4x normal bonus pe's 3X spys 3.5X and monks 0.5X (this is due to %caps on weapons) =-

0
no bonus

120
0.8275% incrase on all damage


145
1% incrase on all damage


a tank with 120 points invested would obtain a 3.31% bonus. as they cap at 178 (mun its gona be embarising if thats not right :P cant be bothered to go in game to check. its 17- cant remember what withough checking :P my stats have been the same for quite a while i dont question it) so thats boosted to 183.8918% damage

a monk with 145 points invested would obtain a 1% bonus. as they cap at 576% to the best of my knowlage (never capped offencive because i am a hyb i dont like pure monks) then they will obtain 5.76% bonus ontop of there damage doing 581.76% now


-=-=-=-=-=Technical=-=-=-=-=-

these would increase slot chances and decrease lube used, and maby up to a 1% basic stat bonus if over 100+ in the skill (items reaciving a 119% damage would get a 120% but not over 120%) also a CHANCE at decreasing speed of construct/implant ect considerably


-=-=-=-=-=Psi Effectivness=-=-=-=-=-

The effectiveness forien psi has on you. from decreasing para and damage boost to increasing heal rate and shelter/deflector effectivness

i havent come up with values on this. it would have to be carefully checked to prevent over powering


-=-=-=-=-=Visual Perseption=-=-=-=-=-

increases SL and SIMP gain. multiplys ur bater skill by asmuch as 1.5% increases SL and SIMP gained of missions. decreases rate of SL and SIMP loss when killing enemys. if you have over 110 in this skill you will beable to buy from other FSM on the condition you are allied/nuteral and have 100SIMP in there fraction while having 100 soul light


-=-=-=-=-=Focus=-=-=-=-=-

decreases the amount of SI you get from lomming or genrepping. increases hacking ability % wise (more hack more increase) increases repair and mild increase on aim for weapons (ret closing faster)


not all the values are worked out. it will probably need a revise as its just a first draft... what do u think. nething needing to be added. nething unbalanced or needs to be taken away???


I think it sounds like a bandiad, bad idea, all it does is try to smooth over underlying issues.

cRazy-
04-03-06, 20:08
Quoting that whole post was really pretty unnecessary.

Zheo
04-03-06, 21:01
Worst idea ever! And Strength isn't a skill is a statistic, Agility is a skill.

onero S
05-03-06, 02:11
yea :D must have just hit quote not reply in my absent mindedness

Any Forum Mods: Can you edit the quote out of my post please?