Balancing a skill system

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Zukero
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Re: Balancing a skill system

Post by Zukero »

I don't know if it is still time for this, but I thought about a couple of new skills too.

Swift picker : each skillpoint gives -1 AP cost to use a potion/change equipment in-fight. Max 2 or 3 skillpoints.
Witty bolt : each skillpoint gives -1 AP cost to movement (flee). Same limits.

I think these could lead to new strategies without being too OP.
Lvl: 78, XP: 8622632, Gold: 271542, RoLS: 1, ElyR: -, RoL: -, ChaR: 1, GoLF: 1, ShaF: 1, SRoV: 1, VSH: 1, WMC: 1, GoW: 1
HP: 71, AC: 301%, AD: 38-47, AP: 3, ECC: 50%, CM: 3.75, BC: 101%, DR: 2
Mino
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Re: Balancing a skill system

Post by Mino »

I have another skill suggestion:

Condition reflect - if a creature hits you with a condition (poison, fatigue, etc) you have a chance of not only resisting it, but actually have it go back to the creature instead, so it gets the poison or fatigue effect it was going to give you.

Maybe cap it at 25% max (or less if you think that's too much) and make it 5% per skill level.

I got this idea after reading 03rsxtypesguy's post in the "Ideas and Future Development" section.
Lvl: 206 XP: 159262572, Gold: 1657119, RoLS: 2, ElyR: 1, RoL: 1, ChaR: 2, GoLF: 1, ShaF: 6, SRoV: 1, VSH: 6, WMC: 1, GoW: 1
HP: 241, AP: 3, AC: 562%, AD: 116-130, CM: 3.0, ECC: 38%, BC: 139%, DR: 3

QL 25, MF 3

12/26/18
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Antison
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Re: Balancing a skill system

Post by Antison »

Is the following the complete/finalized list of skills that we can except in v0.6.10?

Weapon accuracy
Hard hit
Merchant
Dodge
Bark skin
More criticals
Better criticals
Combat speed
Treasure Hunter
Quick learner
Cleave
Corpse eater
Increased fortitude
Evasion
Failure mastery
Magic finder
Magic Resistance
"A home without a beagle is just a house"
lady black
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Re: Balancing a skill system

Post by lady black »

Sorry to point this out, but there are two errors in Oscar's explanation of the prerequisites. For the third level of bark skin, the BC required would be 45, not 35 as stated; and the third level of regeneration would take 3x30=90 max HP, not the 60 stated. Unless the 30 is supposed to be 20, in which case 60 would be correct, but since 30 is stated twice, that seems less likely to be the error. Just thought the true numbers should be pointed out.
How does one go about doing all the quoting of other posts I see all the time? I suspect that one uses a PC and copys and pastes. Alas, I do not have a computer--can one quote using a phone?

Otherwise, I love the skill system as outlined. I did not follow the magic finder calculations posted by Samuel, but strongly support his suggestion that the value/point be restored to 100% if his calculations are correct. As the holder of 6308 small rocks from the gargoyle trainers and masters only (I sell those from the gargoyles themselves and the Flagstone prisoner, and drop those from the Kazaul cave on the lawn outside their entryway), which means that I have killed approximately 25,232 of these monsters without having a ring drop, I am strongly in favor of anything and everything that will increase my chances of finally getting a ring of lesser shadow. Or two!
LVL 108; XP 23,138,749; Gold 1,827,209; 4/23/12
HP 130; AP 4/12; AC 328; AD 55-66; CC 9; CM 0; BC 127; DR 2
RoLS 4; RoL 2; ElyR 4; ChaR 11; GoLF 4; ShaF 4
S Rgn, SP: 1:CE,Ev,SM,EB,PB; 2:WA,HH,Cl,BS,MC,BC,CS,QL,IF,Rgn,MF
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Re: Balancing a skill system

Post by Mino »

lady black wrote:Otherwise, I love the skill system as outlined. I did not follow the magic finder calculations posted by Samuel, but strongly support his suggestion that the value/point be restored to 100% if his calculations are correct. As the holder of 6308 small rocks from the gargoyle trainers and masters only (I sell those from the gargoyles themselves and the Flagstone prisoner, and drop those from the Kazaul cave on the lawn outside their entryway), which means that I have killed approximately 25,232 of these monsters without having a ring drop, I am strongly in favor of anything and everything that will increase my chances of finally getting a ring of lesser shadow. Or two!
I second that! Although I'm not nearly as high in number of gargoyle trainers and masters killed, I've also seen others get that elusive ring much sooner. The 100% increase for magic finder wouldn't be too strong either, considering you only get a skill point for every 4 level ups, so to increase it greatly would have required a lot of leveling, which would mostly be from spending a lot of time trying to get the legendary items anyway.
Lvl: 206 XP: 159262572, Gold: 1657119, RoLS: 2, ElyR: 1, RoL: 1, ChaR: 2, GoLF: 1, ShaF: 6, SRoV: 1, VSH: 6, WMC: 1, GoW: 1
HP: 241, AP: 3, AC: 562%, AD: 116-130, CM: 3.0, ECC: 38%, BC: 139%, DR: 3

QL 25, MF 3

12/26/18
Sarumar
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Re: Balancing a skill system

Post by Sarumar »

How about one more skill:
Piersing = per level ignore 1+1 to 3 (min2 - max4) poits of DR max level 3?
Sarumar
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Lvl 313|XP 559721474|Gold 7965188|AP 3/12|AC 516|AD 161-175|ECC 48|CM 6|BC 311|HP 591|DR 2|RoLS 3|RoL 2|ElyR 2|ChaR 45|GoLF 3|ShaF 9|SRoV 28|VSH 13|GoW 1|WMC 1
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Antison
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Re: Balancing a skill system

Post by Antison »

tek wrote:Is the following the complete/finalized list of skills that we can except in v0.6.10?

Weapon accuracy
Hard hit
Merchant
Dodge
Bark skin
More criticals
Better criticals
Combat speed
Treasure Hunter
Quick learner
Cleave
Corpse eater
Increased fortitude
Evasion
Failure mastery
Magic finder
Magic Resistance

Anybody know???
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Samuel
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Re: Balancing a skill system

Post by Samuel »

Level: 101, XP: 18780586, Gold: 358739
HP: 398, AC: 303%, AD: 84-95, AP: 4, ECC: 12, CM: -, BC: 13%, DR: 0
RoLS: 2, ElyR: 1, RoL: 1, ChaR: 1, GoLF: 1, ShaF: 1, SRoV: 2, VSH: 1, WMC: 0, GoW: 0
Mino
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Re: Balancing a skill system

Post by Mino »

Has anyone else already been planning out what they'll use their skill points for?

Assuming I have 10-12 skill points at the time of the update, I'm thinking:
2 for speed
1 for weapon chance
1 for more criticals
1 for better criticals

the rest (5-7) for Magic Finder

My thinking is that the first 4 will help overall in the game with the actual quests. At this point, since I'm putting each level up towards AD, I think I'll have enough from regular level ups. The extra AC boost seems like a good deal as its worth more than 2 level ups, and the critical multiplier boost is exclusive to the skill points.

The magic finder is, of course, to have a much better chance at getting those elusive Legendary Items, which I've put off trying to get until the next update. I plan to eventually use a skill point for the Resistance Physical Capacity skill (to lower my chances of getting minor fatigue) but since I intend to go after the RoLS first, I figured that skill could wait a little.

I'm interested to see anyone else's strategies/thoughts on how you'll use the skills, and maybe after the update we can follow up and see if our plans changed based on how much we had leveled up between now and when the update is released - example: if you ended up getting all the legendary items, will you still use magic finder in case others pop up, or use the skills for something else?
Lvl: 206 XP: 159262572, Gold: 1657119, RoLS: 2, ElyR: 1, RoL: 1, ChaR: 2, GoLF: 1, ShaF: 6, SRoV: 1, VSH: 6, WMC: 1, GoW: 1
HP: 241, AP: 3, AC: 562%, AD: 116-130, CM: 3.0, ECC: 38%, BC: 139%, DR: 3

QL 25, MF 3

12/26/18
qasur
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Re: Balancing a skill system

Post by qasur »

I'm probably going to pump some into the AP one (obviously first), then work better criticals and more damage.
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