Lock stats?

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Lock stats?

#1

Post by S1x » Thu May 17, 2007 3:05 am

I've been thinking about this for a real long time. Before, you could toggle your stats as much as you wanted with no problem. I see that there is the option of changing that so that when you distribute stat points, that change is permanent. I know that this would have quite a huge impact on how you approach the game. Before I just go and do that, though, I'd like to hear from people that participated before. I'll probably do this unless people massively disagree with this, but I just wanted to say it before I actually make the change.
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#2

Post by deathscythe » Thu May 17, 2007 8:20 am

I actually thought that would be a great idea too, so it gets my vote.
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#3

Post by Ace Mercury » Thu May 17, 2007 9:46 am

The joys of max/min-ing

I like the flexibility of switching up the stats, but then again, I'm the kind of person who enjoys going through the menus and optimizing things (ah, FF8 and Tactics). If possible, I'd like at least some way to reassign stat points (i.e. having to pay for it at a store).

I did that one hack where I put the bulk of my skill points into HP, and then when I got damaged enough, I'd shunt skill points to more useful stats. I felt like unto a God.

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#4

Post by S1x » Thu May 17, 2007 1:45 pm

For cases like that, or cases where people accidentally screw up, once in a while I'd probably tell people that a few days later I'd open them back up so that people could change them if they wanted to.

I also saw that certain things like Magic Defense were practically not worth the minimal gain unless you threw the majority of your points there. Changing how much certain stats increase will be very tricky to keep it from being too easy, though.
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#5

Post by S1x » Fri May 18, 2007 5:35 am

Ah geez... I wonder if making a change to something like starting stats or stat boosts would automatically apply to already existing people. As in, if I decide to increase a stat boost at a later point, would some people who had already leveled up be screwed? I'm not sure; I gotta look at this more.

Edit: Okay, looks like there's a way to edit the stats of individuals... that solves that "just in case" problem.
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#6

Post by Slife » Mon May 21, 2007 9:54 pm

Stat priorities (from what I remember of the old RPG)

1st: Speed. Getting twice as many attacks as your enemy pretty much guarentees victory.

2nd: Strength. Combine high speed with dual wielding and high strength, and you'll have an unbelievable damage output.


Dex/Evade: Depends entirely upon what you're hunting. If the enemy has dex/evade based on yours, like almost all of them ended up doing towards the highest levels of the RPG, you might as well leave them at rock bottom and buff something else up, since 9 vs 9 is just as good as 90 vs 90. Evade beats out def any day of the week, though.


Only worthwhile once you have a lot of points:
MP: Magic was great when it was an autohit. Mana was a real killer though. if you specialized in magic, about half of your points went into mana. To the best of my knowledge, the magic stat is worthless, so dump any points you have into MP. Combine with high speed (and a pet) to go nova.



Pretty much worthless:
MAG DEF: Takes far too many points to be useful. You could annihilate your opponent with a single attack by the time this payed off. Same goes for normal defense. In exceptionally rare cases, might be marginally useful.
Magic: Doesn't seem to effect anything
HP: Not enough gain per point to be worth it.



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Now, for my take on this (as a former player)
Basically, switching stats around was a way to bypass the enemy stat-cloning. And, of course, it gives you a way to correct your mistakes if you dump points into worthless stats.

If you can still redistribute stats freely when you leveled up, I have no problem with it. I'll have to check through the options. I've been out of town...
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#7

Post by S1x » Mon May 21, 2007 10:12 pm

Mwahaha, awesomeness. That's very nice info. I've already increased the HP and MP gain. Looks like Defense and Magic Defense should be upped by 1 (just 1 now to be safe) and everything else should remain where it is.

I did notice that if changes are made, they don't apply unless you take the points back and put them in again. So, stats aren't locked yet, but if any changes in point gains are made, they should be unlocked for a little while so that people can actually use those changes.

I really wish at least one of you had AIM.
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#8

Post by Slife » Mon May 21, 2007 10:43 pm

[QUOTE=S1x]
I really wish at least one of you had AIM.[/QUOTE]
I don't chiefly because knowing myself I'd get sucked into it and get even less done than I currently do.
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#9

Post by S1x » Sun Jun 03, 2007 3:33 am

Putting 1 point in...

HP = +4
MP = +4
Strength = +1
Magic = +2
Defense = +2
Magic Defense = +2
Dex = +1
Evade = +1

Points per level up = 8 for now... It's either just enough or slightly too much... I'm not sure exactly.

You guys, or random peoples, see if this is fine or if there need to be slightly more adjustments.
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#10

Post by S1x » Sun May 11, 2008 10:24 pm

So yeah, this is going to happen a few days from now.

Any complaints with this? If anybody wants to redistribute points after I lock it, they can just send a message.
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#11

Post by Crazybirdanimations » Tue May 13, 2008 11:55 am

WAIT!

How about paying to re-assign all stat points?
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#12

Post by S1x » Tue May 13, 2008 3:29 pm

I don't think there's an obvious way to actually set that system up. Besides, should you screw up I'd adjust things for free anyways.
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#13

Post by S1x » Thu May 15, 2008 6:08 pm

And they're locked. Manage your stats carefully. ;)
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#14

Post by Joker » Fri May 16, 2008 11:05 am

^ Nice work ;)

Also I've gotten a bit deeper into the game and I see alot of the stuff you've created. I especially like the Gold Mines that lead to the Dragon...nice touch. Most of the monsters seem very balanced.

The Minotaur is especially strong which is nice because it wards off weaker players from going passed the eastern plains.

I'm looking forward to future add-ons :D

But so far, I'm enjoying the battles thus far :headbang:
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#15

Post by S1x » Fri May 16, 2008 5:26 pm

Hey guys, at the current gains for each point you put in, be honest, are there any stats that you still don't really concentrate much on... or overly concentrate on?
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#16

Post by I am nobody » Fri May 16, 2008 5:37 pm

Well, alchemy and crafting are pretty useless, given that you can't really do much with them. I usually choose combat, since I don't need any more taming or arcane skill.

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#17

Post by S1x » Fri May 16, 2008 5:38 pm

Oh yeah, I meant attribute points, but those are also good things to know. Powerful potions and tools it is. ;)
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#18

Post by Joker » Fri May 16, 2008 5:38 pm

Well up untill now I was focusing mostly on my strenth and regular def. Then I started seperating it between evade and speed. My last two level ups have been all going towards my Magic Def now. The only that I have really ignored is my magic....

Mostly because I don't yet know how to cast spells.
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#19

Post by I am nobody » Fri May 16, 2008 5:45 pm

Ah. I've been ignoring HP, MP, EVA, and MAG DEF for my character. I don't need any more MP, I'm working on EVA right now, and HP and MAG DEF progress to slowly to be easier than just buying potions.

For my pet, I've been focusing on attack, DEF, DEX, and MAG. MAG DEF and EVA have been completley ignored.

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#20

Post by Joker » Sat May 17, 2008 4:33 pm

I can't seem to access my daggers in my inventory list :shrug:
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