Terron wrote:my elf druid was 18 22 18 12 22 10 and casted fine(thank you elf fizzle rate), it was also the best in morph statistics, it just couldn't hit with 25.4 agility in cat. level 18 and still missing lumbering bears 1-2x per round made me sick to my stomach. if i wanted to miss i could be a half orc barbarian and hit for 2x the damage so i deleted it for my gold back. when i level my next druid i will definitely max and probably +1 the int and use ray and possibly reallocate to a morpher when i have enough exp. seems like a waste but no way am i enduring low level morphing ever again. i was getting more exp curing undead in gy for 32-37s than i was attacking in morph, wasn't even close.
my GF did this and it looks alot more fun, ray for nearly 110 and cure 120 (21 int). now that the agi penalty is gone hell i may stay a caster.
I mean, if you're having trouble hitting with 25.4 agi on that character, any other character and class will have a lower hit rate. Maybe it's to do with the area or monster. Levels have little less impact as well on dodge rate though vs what ROK did.
But let's take the formula again.
Base on monsters in PVE when attacking one is 55%.
Let us calculate AGI now. Lumb bear has a max of 17 agi. Let's say with the changes now you morph to what? 24 agi? so 24-17 is 7 agi higher, which is 14% more HR on it. (2% per agi)
Let's calculate level now. Lumb bears are level 10, you are level 18, 8 difference. This would be 20% more agi right now (2.5% per level).
On total, your hit rate is 89% vs them which is is even lower cause of the base for them starts at 40%, which is a minimum of 1% HR for them. I don't know, again I'm not seeing the problem there. Of course you aren't going to have 100% HR, even if you are higher level. A couple levels doesn't make a extreme difference but enough to impact. In your case I feel it is plenty.
I would love to see proof, since my proof is my formulas here.. With no evidence of things and word of mouth I find it hard to believe. Things like this make it more difficult for me to balance because I need valid information/proper data and when I get down to the actual formula testing it myself, I just can't agree here.
Styx wrote:The agi druid got on morph allowed to be equal against the 22 agi classes. Seeing as 22 agi vs 22 agi in a fight would be equally matched in a ability to hit each other
Yeah, a dwarf with lower AGI would make less impact. I'm in the process of balancing druids as they may be okay with a little higher AGI but their actual HR is often better then most races of the same values. I.E. you could level a dwarf, or a dwarf druid, and the dwarf druid morphed is better at HR.
The thing is though, the reason why spells might be better at lower levels especially is not because of MR or physical dodge rate, but because on alot of lower level monsters, they don't have alot of wisdom, which means easier piercings. Just like leveling a sorc/necro, the impact would be similar, you probably level better at lower levels, though I don't sorcs/necros have much issues. It's more a monster design flaw rather than anything, though obviously MR needs a look at, it wouldn't make a lick of difference if they don't have wisdom to begin with.
Terron wrote:i dont think the END stat is powerful enough currently. 60 hp isn't enough should be more like 100 imo (if the possibility of balance is there, ofc). when you build a character it should be prevalent to pick any of your classes primary statistics. noone will +1 end currently, or str really its almost always agility or nothing. it should be more of an ooo str, eh nah, ooo agility nah, oooo end, man i cant decide*** it isnt this way atm. the low endurance races had too low of hps at the start but i dont think the hp scale is perfect quite yet.
Yeah endurance balancing is still an ongoing process. I think it's at a better place than it was before but I think there still needs to be some tweaks at hand. I think 100 HP is a bit extreme though in this situations, but I can understand eventually raising the per point. The problem here though is that you need to be careful, before hand the END was too far split so high HP was better than AGI. now I think it's more equal, but it should be that higher HP classes have a little edge when its two physical classes combatting, more than it is now anyways. 100 per HP point would be a HUGE change.
If HP is adjusted, you need to be seriously careful about how much it should be per level. Right now it is 60 for normal rates as you said, and 64.8 when having class bonuses.
BaseHP + BonusHP + ((Endurance - HealthLevelRemove) * HealthMultiplier) * currentLevel) * Classes(ClassID).hpModifier))
Is the formula. Base HP is always 60 right now. HealthLevelRemove is 3. HealthMultiplier is 2.4. ClassHPmod is often 1 but can be 1.04 on knights and 1.08 on barbs. BonusHP is your charisma bonus but we will pretend there is none atm.
You are looking at the formula currently like this:
60 + 0 + ((Endurance - 3) * 2.4) * 25 (MaxLVL) * 1
For generic classes.
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23 END:
60 + ((23- 3) * 2.4) * 25 * 1 = 1260
22 END:
60 + ((22- 3) * 2.4) * 25 * 1 = 1200
18 END:
60 + ((18- 3) * 2.4) * 25 * 1 = 960
Only did 22 to show the per HP level difference, which is 60 at level 25. Your 100HP per would be something like (changing the formula a little)..
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23 END:
50 + ((23- 9) * 4) * 25 * 1 = 1450
22 END:
50 + ((22- 9) * 4) * 25 * 1 = 1350
18 END:
50 + ((18- 9) * 4) * 25 * 1 = 950
To me I think it's a bit extreme again. Obviously before it was:
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23 END:
60 + ((23- 6) * 3) * 25 * 1 = 1275
22 END:
60 + ((22- 6) * 3) * 25 * 1 = 1200
18 END:
60 + ((18- 6) * 3) * 25 * 1 = 900
And to people from the original HP to HP now, that is the difference between HO's always winning and lings/hos being around equal. That's a 75HP. I even reverted the AGI formula back to the original (so it is again only 2%) and removed lings faster stamina recovery too so it makes me wonder. 100HP would virtually send it back to the original stats and then some and a half.
Before hand there probably wasn't a base HP of 60HP but the whole deal isn't so much that, it's how scaling worked before hand, which was 75HP more per END.