Re: Current Class Modifiers & Skills/Spells
Posted: Wed Jun 29, 2016 3:51 am
Updated.
Also it says monks/barbs have a +/- 7.5% dodge, but in the dodge form posting it says they have a +/- 2 AGL and each AGL point difference is a +/- 1.75% (So what does this mean for the druids as well, what -to agl do they have 1? because... 5% for 1, 7.5% for 2 = confusion for me)
Also magic resistance, I cant open up the link that shows how it works (old one works fine, but gave me a headache). How does it work in lay mans terms?
Race Modifier * Class Modifier * Actual Wisdom Calculation
so for a human monk its 1.10 * 1.15 * wis calc (what is the wisdaom calc?)
Lastly the Barb/knight hp:
is it HP per LVL + chr * 10% (for barbs) = gain for the level
or HP per lvl * 10% + chr
Knight:
The damage reduction of taunt, is it applied to all enemies or just the taunted enemy? How much is the DR?
Bron wrote:Decided to give this game a try. Since playing RoK back in the day, and then being a tester, and blah blah blah.
Anyway. After creating and leveling a few classes. In my opinion it might be easier to just have two stats for each class as a requirement, rather than having some have 1, while some have four. This may make creation simpler as well as making some classes easier to accomplish in a variety of ways, to focus on different skills/spells/features of each class.
Assassin: Str 16, Agi 16
Barbarian: Str 18, Con 16
Bard: Wis 14, Chr 16
Cleric: Wis 16, Str 12
Druid: Wis 16, Chr 16
Knight: Str 16, Con 18
Monk: Str 16, Agi 16
Necromancer: Int 16, Wis 14
Paladin: Con 16, Chr 16
Ranger: Str 16, Chr 16
Sorcerer: Int 16, Wis 12
Thief: Agi 16, Int 14