Stats, Accuracy, Crit, Swings, Enc, bleh

Started by Mersinary, Aug 28, 2016, 06:49 PM

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Mersinary

Aight so its been a while since I've played.  As far as I can remember QnD is gone now right?  I'm kinda looking for a rundown of what else has changed if anything.  And what stats increase what if that has changed?

So generally I dont know what stats do anything, especially in GMud...If I really wanted to dig deep and try to figure out what increases what I could maybe do that, but Bane has specified there will be no retrains this reset.  Not that I wanna ask for a million retrains and see what increases what.  In MMud I wouldnt mind normally raising intel and/or charm cause I know they have hidden stats like increasing crit and accuracy, even if increasing charm gives less crit per same value per intelltect.

Anyhow just lookin for some clarification...


strength: damage, accuracy, bs accuracy(?), bs damage(?), encum, swings per lower encum, movespeed per lower encum.  Anything else?

intellect: crit, accuracy(?), dodge(?), bs accuracy (?), spellcasting, perception, stealth(?), thievery(?), traps(?), picklocks(?), tracking(?), martial arts.  Anything else?

willpower:  spellcasting, magic resist.  Anything else?

agility:  crit(?), accuracy, swings, dodge, bs accuracy(?), bs damage(?), stealth, thievery(?), traps(?), picklocks(?), martial arts.  Anything else?

health:  hitpoints, hp/tick, resting/tick.  Anything else?

charm:  bard spellcasting, crit(?), accuracy(?), dodge(?), bs accuracy(?), perception(?), stealth(?), thievery(?), martial arts(?).  Anything else?

Jumpin Jack Flash

Here's the stat breakdown from Majormud.  I know this is GMud, but I would imagine alot of this carries over:

Ability: For every 10 pts added:

Strength:   480 Encumberance, +1 Damage

Agility:   +2.5 A/C*, +1 Accuracy, +2.5 Stealth

Intellect:   +1 Critical Hit, +6 Perception, +1 Stealth, +1.5 Thievery, +2 Traps, +3 Picklocks, +2 Tracking, +2 M/R, +5 S/C (Mage), +3.5 S/C (Druid), +1.6 S/C (Priest)

Willpower: +2 Perception, +1 Tracking, +7 M/R, +2 S/C (Mage), +3.5 S/C (Druid), +5 S/C (Priest),
+2 S/C (Bard)

Health: +4 Hit Points

Charm: +1 Perception, +2.5 Stealth, +1.5 Thievery, +3 Traps, +1 Tracking, +5 S/C (Bard),
+1 Critical Hit, +1.2 Accuracy, +1 Dodge

* I haven't actually seen my armor class go up 2.5 pts for each 10 pts that I add to agility, so I have to assume it's the same concept as Protection from Evil spells. PREV adds +10 armor against evil creatures, but you don't actually see the increase on your stats, it's just taken into consideration as part of the game mechanics.

Mersinary

Quote from: Jumpin Jack Flash on Aug 28, 2016, 06:54 PM
Here's the stat breakdown from Majormud.  I know this is GMud, but I would imagine alot of this carries over:

Ability: For every 10 pts added:

Strength:   480 Encumberance, +1 Damage

Agility:   +2.5 A/C*, +1 Accuracy, +2.5 Stealth

Intellect:   +1 Critical Hit, +6 Perception, +1 Stealth, +1.5 Thievery, +2 Traps, +3 Picklocks, +2 Tracking, +2 M/R, +5 S/C (Mage), +3.5 S/C (Druid), +1.6 S/C (Priest)

Willpower: +2 Perception, +1 Tracking, +7 M/R, +2 S/C (Mage), +3.5 S/C (Druid), +5 S/C (Priest),
+2 S/C (Bard)

Health: +4 Hit Points

Charm: +1 Perception, +2.5 Stealth, +1.5 Thievery, +3 Traps, +1 Tracking, +5 S/C (Bard),
+1 Critical Hit, +1.2 Accuracy, +1 Dodge

* I haven't actually seen my armor class go up 2.5 pts for each 10 pts that I add to agility, so I have to assume it's the same concept as Protection from Evil spells. PREV adds +10 armor against evil creatures, but you don't actually see the increase on your stats, it's just taken into consideration as part of the game mechanics.

Dunno where ya got this info.  But I think it's wrong.  As per agility, it used to give +1ac per 10 agility over 50 but that was removed long ago and converted into dodge instead I believe.  Not trying to sound like a naysayer or anything as I was the one asking for the info and help on it.  I think may be better answered by Vitoc or maybe DeathCow if he's still around.  Thanks tho.

Mersinary

Just a copy/paste from convo box.  But these values sound more familar for regular majormud as opposed to Bane's +10 increase for everything values.  In the past, I mean long long ago in a better life, I focused mainly more on what increased dodge and crit and these values just look more familiar to what i (dont) remember. lol

Anyhow.  I'm pretty sure dodge on greatermud is alot different now compared to majormud.  Pretty sure that got reworked, maybe the +agil/charm values are the same but I believe accuracy of the monster/character that is hitting is plays a bigger role in your personal dodge now, maybe encum (none>light>medium>heavy) plays a role as well if I remember right on greatermud.

09:25pm Cam says "str, every +10 above 50 is +1 max dmg"
09:25pm Cam says "and enc of +18 or something per point"
09:25pm Cam says "after 100, you get a lot more enc per point of str"
09:25pm Cam says "like double"
09:25pm Cam says "might be 47 and 94 or something"
09:26pm Cam says "agil, every 3 pts above 50 is +1 dodge"
09:26pm Cam says "charm, every 5 pts above 50 are +1 dodge"
09:26pm Cam says "crits:  every 10 int above 50 is +1, every 30 charm above 50 is +1"
09:27pm Cam says "swing bonus for swinging more than 6x is + crits"

Lake

Quote from: Mersinary on Aug 28, 2016, 07:33 PM
09:25pm Cam says "str, every +10 above 50 is +1 max dmg"
09:25pm Cam says "and enc of +18 48 or something per point"
09:25pm Cam says "after 100, you get a lot more enc per point of str"
09:25pm Cam says "like double"
09:25pm Cam says "might be 47 and 94 or something"
09:26pm Cam says "agil, every 3 pts above 50 is +1 dodge"
09:26pm Cam says "charm, every 5 pts above 50 are +1 dodge"
09:26pm Cam says "crits:  every 10 int above 50 is +1, every 30 charm above 50 is +1"
09:27pm Cam says "swing bonus for swinging more than 6x is + crits"

Think the enc is 48 per point of str up to 100 str (4800) and then like 92 per point afterwards.  Hah, im not too sure about any of these, but builds based around them have worked for me *shrug*
-RPG