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Author Topic: Character Stats  (Read 12542 times)

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RnF

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Re: Character Stats
« Reply #30 on: September 24, 2014, 02:43:57 pm »
Sweet! Can't wait to try it out.  Actually can't wait to dig into the files to see how you did it ;)

Thanks!

RnF

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Re: Character Stats
« Reply #31 on: September 24, 2014, 04:47:21 pm »
Downloaded the file and it looks like you linked the TL1CP folder.  I was not able to get the files.

gytfunke

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Re: Character Stats
« Reply #32 on: September 24, 2014, 06:33:21 pm »
Ground control to Major Tom...  I must have in deep space this morning.


Okay,

STAT OVERHAUL FILES, NOT CLASS PACK FILES
« Last Edit: September 24, 2014, 08:58:17 pm by gytfunke »

gytfunke

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Re: Character Stats
« Reply #33 on: September 24, 2014, 06:37:36 pm »
Actually can't wait to dig into the files to see how you did it ;)

Thanks!

It's so simple you're not going to be impressed.

Phanjam

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Re: Character Stats
« Reply #34 on: September 27, 2014, 11:23:14 pm »
Heyya @RnF ! For @gytfunke 's Classless Character mod idea, I am exploring the Dragon Age concept of needing certain stat levels to be able to start investing in certain skills/trees.  So it occurred to me to ask you...

Do you see this direction you've taken the stats as a "fix" for the base TL2 game? Or were you gonna keep going and come up with like totally new stats and such?

Am asking just so we can keep building from any improvements we come up with... thanks!


gytfunke

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Re: Character Stats
« Reply #35 on: September 28, 2014, 05:17:52 pm »
This is funny, Phanjam.  I was just thinking the same thing, that using stat requirements for skills (a la Dragon Age) would be a good thing.  Also, I'm 99% sure I can pull it off using UI modifications.

lolesch

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Attributes
« Reply #36 on: October 15, 2015, 06:35:53 pm »
Hey, I did some research and came up with a new attribute system with 6 points per level.

Physical -DMG and -Armor
Elemental -DMG and -Armor
- 100 Armor is equal to 0,01 DR

Strength:   Attackspeed, and Resistance to CrowdControll ...
Dexterity:  DodgeChance, ArmorPenetration and DMG by Monster Count
Focus:       MP, Cast-speed and ElementalEffectDuration
Vitality:     HP, DamageReduction and PotionEfficiency

- CritChance and -Damage should be moved to Items! they have to be available to all "builds".
- Staffs need Mana per Second

Spells:
Dual Wielding:           FumbleChance and ExecuteChance
Blocking:                   BlockChance and MissilereflectChance
Add - Two-Handed:    FumblePenalty and Spash
Sorcerers Weapons:  Wand, Mace, Staffs, Polearm, Cannon
Soldier Weapons:      Axe, Swords, Gr.Axe, Gr.Swor, Gr.Hammer
Hunter Weapons:       Claw, Pistol, Bow, Shotgonne, XBow

- These Spells should scale into lategame so they could be %based... not sure about max value calculation.

There are 3 item categories to specialize in:
All Armor pieces roll as light/medium/heavy (even magic unique and legendary)

- Heavy Armor and Sword, Mace, Cannon, Gr.Sword, Gr.Hammer      require offer Strength
- Medium Armor and Pistol, Axe, Shotgonne, XBow, Gr.Axe               require offer Dexterity
- Light Armor and Wand, Claw, Bow, Staff, Polearm                          require offer Focus
edit: All Armor pieces and Shields highly prioritize Vita as a roll

I'd like to combine these with the "classless" skill system for a bigger "patch" lateron.

any suggestions?
« Last Edit: October 21, 2015, 07:27:28 am by lolesch »
some projects in progress

Kva3imoda

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Re: Attributes
« Reply #37 on: October 20, 2015, 05:14:57 pm »
Vitality:  ... PotionEfficiency
This is a good idea.

- CritChance and -Damage should be moved to Items! they have to be available to all "builds".
I agree with that.

- no Vitality as requirement.
Maybe use Vitality for shields? For tank- and summoner-builds?

lolesch

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Re: Character Stats
« Reply #38 on: October 20, 2015, 05:42:12 pm »
Thanks for the reply! Yeah the Vita Stat is somehow difficult. IMO It is a build decision between glass cannon and tank. Both should be viable and available for all classes. High vita rolls should have low crit rolls and the other way around.
My idea of attributes is that they are classless. By stacking them you mainly choose your preferred play style, not a damage type or skills.
So I'd love to see improved attributes on gear instead of requirements. Highest vita rolls on shields, yeah! I'm gonna rethink my other categories... ::)
Cheerioh
lolesch
some projects in progress

lolesch

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Re: Character Stats
« Reply #39 on: September 13, 2017, 07:30:40 pm »
Hey @gytfunke, have to dig this up once again...
Mmmmm.... hey.  It's done.
I finally got the magic within your overhaul ;)
To use static stats I have to recreate them as dynamic with predefined_int right?
It took me age to realize I just have to use your method - this is where the UI logic is capped  ;D since I tried changing widgets and so on. But this way I can just use all the hard code mechanics...
So much easier! thanks for the work! definitely gonna use it


could it be that the mod isn't cleaned up 100%? there are still some #test... graphs and do I need the #player_attribute stats or just the #character_attribute stats the Affix is referring to?
some projects in progress

lolesch

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Re: Character Stats
« Reply #40 on: December 04, 2017, 07:22:13 am »
Ground control to Major Tom...  I must have in deep space this morning.

STAT OVERHAUL FILES, NOT CLASS PACK FILES
Hey @gytfunke, and everyone using these files, I figured out you missed one graph overhaul, the crit_bonus. when you replace strength your crit damage will still increase by 0.4 per point spent.
Code: [Select]
[LINE]
<STRING>NAME:CRIT_BONUS
<BOOL>CURVED:false
<STRING>DATATYPE:LINE
[POINT]
<FLOAT>X:0
<FLOAT>Y:0
[/POINT]
[/LINE]
this graph will fix it
thanks again for the work!
some projects in progress

 

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