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Seriously itemization :|

DeeweDeewe Member UncommonPosts: 1,980

I checked the PvP gear and when I read

Vambraces of the Vanguard PvP Level 3

Level 80 Wrist +14.2 Physical Damage Modifier

+0.1% Slashing Invulnerability

+0.1% Piercing Invulnerability

+0.1% Crushing Invulnerability

+0.4 Defense Rating

+1.4% Chance of Offhand Attack

There is no way a "normal" player would grind or whatever for that kind of stuff ; unless maybe for the look... so they are another clone of "insert class".

I still think AoC has a nice potential but please, FunCom, do something, at least on displayed stats if nothing else.

«1

Comments

  • DistopiaDistopia Member EpicPosts: 21,183

    According to a recent post by Azrile, they are working on this. Supposedly gear is expected to get a huge boost in importance, as high as a 50% increase from what I understand.

    For every minute you are angry , you lose 60 seconds of happiness."-Emerson


  • AmazingAveryAmazingAvery Age of Conan AdvocateMember UncommonPosts: 7,188

    Gear is getting an overhaul in Patch 3 as awell as skills on example is the new love giving to Dark Templars.

    Before

    http://i33.tinypic.com/vpjdzt.jpg

    After

    http://i33.tinypic.com/2h5tt6w.jpg

    This level of welcomed change is happening with itemisation too. I dunnp about other but when raiding there is always lots of gear left of the floor to rot. They are changing this around to make it important and at the same time fixing issues with raiding in general. Itemisation in PvP is being addressed by offering decent stats on the higher level gear with differences in appearance to make it so people don't look the same so much.

    But the very first post is whats being address in light of issues, for some they see this as an opportunity to use against the game. It needs a bit of beef in there but not too much.

    Remember though PvP And PvE are different in lots of ways in the game, your PvP gear is not designed to be the best in PvE and vice versa.



  • DeeweDeewe Member UncommonPosts: 1,980

    As a player I expect items to have a better description and an explanation of what are the real effect of each stats. This without having to browse through unofficial testing articles.

    I do hope this is the first part that'll be fixed in the following updates.

    Now I have  an issue withe the increase of effects of the equipment. I have the feeling this could turn AoC into another WoW where characters look isn't the choice of the players anymore.

    I agree 50% is far from over 300% as in WoW but still the issue arises. Players will be going to choose their equipment (only?) for the stats.

    With this increase there is an urgent need for social clothing or something like that. Unless AoC wants to take the WoW clone path.

    Lastly, please, give us pants!

  • taus01taus01 Member Posts: 1,352
    Originally posted by Deewe


    I checked the PvP gear and when I read
    Vambraces of the Vanguard PvP Level 3

    Level 80 Wrist +14.2 Physical Damage Modifier

    +0.1% Slashing Invulnerability

    +0.1% Piercing Invulnerability

    +0.1% Crushing Invulnerability

    +0.4 Defense Rating

    +1.4% Chance of Offhand Attack
    There is no way a "normal" player would grind or whatever for that kind of stuff ; unless maybe for the look... so they are another clone of "insert class".
    I still think AoC has a nice potential but please, FunCom, do something, at least on displayed stats if nothing else.

     

    So with an amazing 50% increase these would have:

    Vambraces of the Vanguard PvP Level 3

    Level 80 Wrist +21.2 Physical Damage Modifier

    +0.15% Slashing Invulnerability

    +0.15% Piercing Invulnerability

    +0.15% Crushing Invulnerability

    +0.60 Defense Rating

    +2.10% Chance of Offhand Attack

    Very impressive and still no one knows what the stats really do.

     

    "Give players systems and tools instead of rails and rules"

    image
  • lumachelumache Member Posts: 314
    Originally posted by Malickie


    According to a recent post by Azrile, they are working on this. Supposedly gear is expected to get a huge boost in importance, as high as a 50% increase from what I understand.



     

    Add 50% to .1% - LOL 1/10th of 1percent should never have been a stat in the first place, esp not at level 80.

    -Lum

  • alakramalakram Member UncommonPosts: 2,301
    Originally posted by taus01

    Originally posted by Deewe


    I checked the PvP gear and when I read
    Vambraces of the Vanguard PvP Level 3

    Level 80 Wrist +14.2 Physical Damage Modifier

    +0.1% Slashing Invulnerability

    +0.1% Piercing Invulnerability

    +0.1% Crushing Invulnerability

    +0.4 Defense Rating

    +1.4% Chance of Offhand Attack
    There is no way a "normal" player would grind or whatever for that kind of stuff ; unless maybe for the look... so they are another clone of "insert class".
    I still think AoC has a nice potential but please, FunCom, do something, at least on displayed stats if nothing else.

     

    So with an amazing 50% increase these would have:

    Vambraces of the Vanguard PvP Level 3

    Level 80 Wrist +21.2 Physical Damage Modifier

    +0.15% Slashing Invulnerability

    +0.15% Piercing Invulnerability

    +0.15% Crushing Invulnerability

    +0.60 Defense Rating

    +2.10% Chance of Offhand Attack

    Very impressive and still no one knows what the stats really do.

     

    It's not a 50% increase in items stats, it's a 50% increase of importance of item stats in fights. It's not the same.



  • jadan2000jadan2000 Member UncommonPosts: 508
    Originally posted by Malickie


    According to a recent post by Azrile, they are working on this. Supposedly gear is expected to get a huge boost in importance, as high as a 50% increase from what I understand.



     

    just to clarify, its not a 50% increase. its a 25% increase. Right now gear counts for 25 percent of your characters power. Now it will count for 50% as of patch 3.

    image

  • DeeweDeewe Member UncommonPosts: 1,980

     

    Couldn't resist to be the devil's advocate :

    Bringing items from +25% to +50% is a 100% increase in their effect = x2 on their actual stats.

    Also it would increase the global stats form 125% to 150% which is a 20% increase form now.

    Don't forget you can make number say what you want depending on how you read them.

    I guess now people enthousiasmed by the change would be less interesting when they'll see it's a .2 increase only.

    My 2t.

  • lumachelumache Member Posts: 314

    You cant tell me that the masses, or lack there of will be drawn in by a change from .1% to .2% that is just equally useless. .1% has next to no effect, .2 has next to next to no effect.  Another example of Funcoms inability to get in sync with the gaming community.

    -Lum

  • DeeweDeewe Member UncommonPosts: 1,980
    Originally posted by lumache


    You cant tell me that the masses, or lack there of will be drawn in by a change from .1% to .2% that is just equally useless. .1% has next to no effect, .2 has next to next to no effect.



     

    My guess is it's just a tooltip display issue. If not then there is something to be done, seriously.

  • MrbloodworthMrbloodworth Member Posts: 5,615
    Originally posted by Deewe


    I checked the PvP gear and when I read
    Vambraces of the Vanguard PvP Level 3

    Level 80 Wrist +14.2 Physical Damage Modifier

    +0.1% Slashing Invulnerability

    +0.1% Piercing Invulnerability

    +0.1% Crushing Invulnerability

    +0.4 Defense Rating

    +1.4% Chance of Offhand Attack
    There is no way a "normal" player would grind or whatever for that kind of stuff ; unless maybe for the look... so they are another clone of "insert class".
    I still think AoC has a nice potential but please, FunCom, do something, at least on displayed stats if nothing else.

     

    They are changing that, because, apparently, fractions and percents confuse gamers (That were brought up on wow).

    ----------
    "Anyone posting on this forum is not an average user, and there for any opinions about the game are going to be overly critical compared to an average users opinions." - Me

    "No, your wrong.." - Random user #123

    "Hello person posting on a site specifically for MMO's in a thread on a sub forum specifically for a particular game talking about meta features and making comparisons to other titles in the genre, and their meta features.

    How are you?" -Me

  • DeeweDeewe Member UncommonPosts: 1,980

    I'm confused how they pushed live tooltips with 0.1% display...

    Old story, still same for shields hooks 1 feet behind the back.

  • MrbloodworthMrbloodworth Member Posts: 5,615
    Originally posted by Deewe


    I'm confused how they pushed live tooltips with 0.1% display...
    Old story, still same for shields hooks 1 feet behind the back.

     

     

    Because it was intended. Understand the game was designed so that gear was not the end all be all of PvP, so small increments were used. This lead to people being confused as to if "Stats matter" when they did, just not as much of an increase as some other games. But, again, fractions and percents confused too many gamers, and many wrote it off as "Broken", when they were not. That why you would see posts about people wearing nothing at all, still "hitting the same" as when they had gear on (even if it was not the case, its what it felt like).

    They ARE increasing the "Worth" of stats on items (NO, not to Wow Extremes), and switching to whole numbers.

     

    The shield mounting point is a symptom of any game that allows you to change the size/shape of your toon. It has to accommodate all shapes and sizes, and is usually placed at the max position.

     

    ----------
    "Anyone posting on this forum is not an average user, and there for any opinions about the game are going to be overly critical compared to an average users opinions." - Me

    "No, your wrong.." - Random user #123

    "Hello person posting on a site specifically for MMO's in a thread on a sub forum specifically for a particular game talking about meta features and making comparisons to other titles in the genre, and their meta features.

    How are you?" -Me

  • lumachelumache Member Posts: 314
    Originally posted by Mrbloodworth

    Originally posted by Deewe


    I'm confused how they pushed live tooltips with 0.1% display...
    Old story, still same for shields hooks 1 feet behind the back.

     

     

    Because it was intended. Understand the game was designed so that gear was not the end all be all of PvP, so small increments were used. This lead to people being confused as to if "Stats matter" when they did, just not as much of an increase as some other games. But, again, fractions and percents confused too many gamers, and many wrote it off as "Broken", when they were not. That why you would see posts about people wearing nothing at all, still "hitting the same" as when they had gear on (even if it was not the case, its what it felt like).

    They ARE increasing the "Worth" of stats on items (NO, not to Wow Extremes), and switching to whole numbers.

     

    The shield mounting point is a symptom of any game that allows you to change the size/shape of your toon. It has to accommodate all shapes and sizes, and is usually placed at the max position.

     



     

    So are you playing the game or not MrB?

    -Lum

  • MrbloodworthMrbloodworth Member Posts: 5,615

    Not currently, no. Why?

    ----------
    "Anyone posting on this forum is not an average user, and there for any opinions about the game are going to be overly critical compared to an average users opinions." - Me

    "No, your wrong.." - Random user #123

    "Hello person posting on a site specifically for MMO's in a thread on a sub forum specifically for a particular game talking about meta features and making comparisons to other titles in the genre, and their meta features.

    How are you?" -Me

  • SoupgoblinSoupgoblin Member Posts: 324
    Originally posted by Mrbloodworth

    Originally posted by Deewe


    I checked the PvP gear and when I read
    Vambraces of the Vanguard PvP Level 3

    Level 80 Wrist +14.2 Physical Damage Modifier

    +0.1% Slashing Invulnerability

    +0.1% Piercing Invulnerability

    +0.1% Crushing Invulnerability

    +0.4 Defense Rating

    +1.4% Chance of Offhand Attack
    There is no way a "normal" player would grind or whatever for that kind of stuff ; unless maybe for the look... so they are another clone of "insert class".
    I still think AoC has a nice potential but please, FunCom, do something, at least on displayed stats if nothing else.

     

    They are changing that, because, apparently, fractions and percents confuse gamers (That were brought up on wow).



     

    So, you are saying that Funcom developers are making changes to armor stats in AoC, because most of the people playing AoC are Wow kiddies?

    But I thought that the playerbase in AoC was made up entirely of mature adults, not Wow kiddies. Funcom must think very little of you to force this "dumbing down" on you mature people. I don't know how you can stand it. 

  • lumachelumache Member Posts: 314
    Originally posted by Mrbloodworth


    Not currently, no. Why?



     

    Because for someone not playing the game, you pass yourself off as an expert on what the devs are doing and why?

    How can you discuss current changes to the game if youre not playing it? At least the fanbois questions asked over and over again, or do they give you a pass because in general you take funcoms side?

    -Lum

  • WRyanWRyan Member Posts: 266
    Originally posted by lumache


    You cant tell me that the masses, or lack there of will be drawn in by a change from .1% to .2% that is just equally useless. .1% has next to no effect, .2 has next to next to no effect.  Another example of Funcoms inability to get in sync with the gaming community.



     

    Let's break this down a bit:

    1. Let's say you have a 1% of Increased Crit Chance.  In English, that means that every 100 attacks, 1 of those attacks will likely be a Critical Hit.
    2. Now, let's use AoC's figure, and change that 1% to a .1% Increase Crit Chance.  That means, that out of that 100 attacks, 1 will be a Crit, but only 1 out of every 10 of THOSE will actually be the Crit.  So, that means that you actually are hitting something 999 times, before you Crit.
    3. Now, let's assume that after the patch, the value of this number will be increased by 50%.  No, that doesn't mean what you think it will mean.  It means that it will represent half of your character's ability to Crit.  So that means that the other half is inherent, which could vary greatly depending on the class you play.
    4. In either case, half is half, so that means that instead of attacking 999 times before you Crit, you'll only be attacking 499 times.  Either way, these are still bogus numbers.... maybe.

    From this, we can conclude a few things:

    1. Classes that are inherently better at Critical Hits (which I presume are the Rogue classes and probably the Conquerer class) will always have the better Critical chances.
    2. Since the classes have gear restriction (some classes can only use heavy armor, etc.), then each type of weapon and/or armor will have different types of associated stat modifiers, which more define the role(s) of each class that uses each weapon or armor class.
    3. However, since there are some weapon and armor types that are shared by various classes, it also means that there will be fewer needs of one class over another.  Basically, you can get by without having a Barbarian, because you have a Conqueror, or visa versa.  This is what they wanted to asure players from the beginning - all classes are viable.

    I personally don't see how .1% is anything to be happy about in the first place, but it seems to me that the idea behind their design makes some good sense... in theory.  Now, if we were talking about a 10-20% increase in overall ability... then that's a different story.

    Still, it could have something to do with level difference, in that a Level 80 character attacking a level 1 character has an 800% increase of Crit Chance because of the difference in level, thereby giving the level 80 character an 80% chance to Crit instead of a .1% chance.  This is called level scaling, which I can't decide is a good thing or not, but I presume is the nature of the beast for Level Based systems.  After all, you wouldn't expect a character to completely decimate an equally powerful character with constant barragement of Crits.

    Also, keep in mind that usually, the stats are more like .5% or whatever.  So, you that 199/1 ratio will be radically changed in your favor with an increase in base value.

    Just my thoughts on the subject, and I could be wrong.  I may not have done the math correctly.

  • lumachelumache Member Posts: 314
    Originally posted by WRyan

    Originally posted by lumache


    You cant tell me that the masses, or lack there of will be drawn in by a change from .1% to .2% that is just equally useless. .1% has next to no effect, .2 has next to next to no effect.  Another example of Funcoms inability to get in sync with the gaming community.



     

    Let's break this down a bit:

    1. Let's say you have a 1% of Increased Crit Chance.  In English, that means that every 100 attacks, 1 of those attacks will likely be a Critical Hit.
    2. Now, let's use AoC's figure, and change that 1% to a .1% Increase Crit Chance.  That means, that out of that 100 attacks, 1 will be a Crit, but only 1 out of every 10 of THOSE will actually be the Crit.  WHAT?
    3.  
    4. So, that means that you actually are hitting something 999 times, before you Crit
    5. This part makes sense and yea, Im not motivated to raid for that trash, what part of that dont you get?.
    6. Now, let's assume that after the patch, the value of this number will be increased by 50%.  No, that doesn't mean what you think it will mean.  It means that it will represent half of your character's ability to Crit.  So that means that the other half is inherent, which could vary greatly depending on the class you play.
    7. Based on what evidence?Funcom wont talk about what they mean exactly leaving us all to guess that they mean nothing - or next to nothing, but either way NOTHING or NEXT TO NOTHING is the same NNOTHIN MUCH....

    From this, we can conclude a few things:

    1. Classes that are inherently better at Critical Hits (which I presume are the Rogue classes and probably the Conquerer class) will always have the better Critical chances. WHAT?The only thing I conclude from this: is that you are guessing and way off base at that.
    2. Since the classes have gear restriction (some classes can only use heavy armor, etc.), then each type of weapon and/or armor will have different types of associated stat modifiers, which more define the role(s) of each class that uses each weapon or armor class.
    3. However, since there are some weapon and armor types that are shared by various classes, it also means that there will be fewer needs of one class over another.  Basically, you can get by without having a Barbarian, because you have a Conqueror, or visa versa.  This is what they wanted to asure players from the beginning - all classes are viable.

    I personally don't see how .1% is anything to be happy about in the first place, but it seems to me that the idea behind their design makes some good sense... in theory.  Now, if we were talking about a 10-20% increase in overall ability... then that's a different story.

    Still, it could have something to do with level difference, in that a Level 80 character attacking a level 1 character has an 800% increase of Crit Chance because of the difference in level, thereby giving the level 80 character an 80% chance to Crit instead of a .1% chance.  This is called level scaling, which I can't decide is a good thing or not, but I presume is the nature of the beast for Level Based systems.  After all, you wouldn't expect a character to completely decimate an equally powerful character with constant barragement of Crits.

    Just my thoughts ont he subject.



     

    You have the develo[per code and data to support this or are you just making this stuff up as you see it?

    Notice how he goes from presuming to WILL ALWAYS in the same sentence? Nifty lil tricks there!

    -Lum

  • WRyanWRyan Member Posts: 266
    Originally posted by lumache

    Originally posted by WRyan

    Originally posted by lumache


    You cant tell me that the masses, or lack there of will be drawn in by a change from .1% to .2% that is just equally useless. .1% has next to no effect, .2 has next to next to no effect.  Another example of Funcoms inability to get in sync with the gaming community.



     

    Let's break this down a bit:

    1. Let's say you have a 1% of Increased Crit Chance.  In English, that means that every 100 attacks, 1 of those attacks will likely be a Critical Hit.
    2. Now, let's use AoC's figure, and change that 1% to a .1% Increase Crit Chance.  That means, that out of that 100 attacks, 1 will be a Crit, but only 1 out of every 10 of THOSE will actually be the Crit.  WHAT?
    3.  
    4. So, that means that you actually are hitting something 999 times, before you Crit
    5. This part makes sense and yea, Im not motivated to raid for that trash, what part of that dont you get?.
    6. Now, let's assume that after the patch, the value of this number will be increased by 50%.  No, that doesn't mean what you think it will mean.  It means that it will represent half of your character's ability to Crit.  So that means that the other half is inherent, which could vary greatly depending on the class you play.
    7. Based on what evidence?Funcom wont talk about what they mean exactly leaving us all to guess that they mean nothing - or next to nothing, but either way NOTHING or NEXT TO NOTHING is the same NNOTHIN MUCH....

    From this, we can conclude a few things:

    1. Classes that are inherently better at Critical Hits (which I presume are the Rogue classes and probably the Conquerer class) will always have the better Critical chances. WHAT?The only thing I conclude from this: is that you are guessing and way off base at that.
    2. Since the classes have gear restriction (some classes can only use heavy armor, etc.), then each type of weapon and/or armor will have different types of associated stat modifiers, which more define the role(s) of each class that uses each weapon or armor class.
    3. However, since there are some weapon and armor types that are shared by various classes, it also means that there will be fewer needs of one class over another.  Basically, you can get by without having a Barbarian, because you have a Conqueror, or visa versa.  This is what they wanted to asure players from the beginning - all classes are viable.

    I personally don't see how .1% is anything to be happy about in the first place, but it seems to me that the idea behind their design makes some good sense... in theory.  Now, if we were talking about a 10-20% increase in overall ability... then that's a different story.

    Still, it could have something to do with level difference, in that a Level 80 character attacking a level 1 character has an 800% increase of Crit Chance because of the difference in level, thereby giving the level 80 character an 80% chance to Crit instead of a .1% chance.  This is called level scaling, which I can't decide is a good thing or not, but I presume is the nature of the beast for Level Based systems.  After all, you wouldn't expect a character to completely decimate an equally powerful character with constant barragement of Crits.

    Just my thoughts ont he subject.



     

    You have the develo[per code and data to support this or are you just making this stuff up as you see it?

    Notice how he goes from presuming to WILL ALWAYS in the same sentence? Nifty lil tricks there!



     

    Relax man... all of this is spoken in theory.  Why do people get so defensive about this crap?  I'm just trying to make sense of it like you - and I'm putting what I think down so others can see if it is at least plausible.  Had I the foresight to know someone like you would come along and completely turn everything I said into something it wasn't meant to be, I wouldn't have written it.

    By the way, please do notice how I word my sentences.  To presume, is by nature, to not know.  Thus you speculate.  I would think, that if I chose the words "presume" and "assume" then it would out of principal definition imply that I didn't know.  But that doesn't make the theory any less plausible.

    You have completely made an ass of yourself with your reply, and I feel sorry for you.  OF COURSE I don't know this stuff as fact, and I never said it was.  Show me anywhere in my post where I said everything I've said was fact.  DAH!  People like you need to learn how to ascertain what you read!  Ascertain - that means understand.  It's easy to read.  It's a lot harder to understand what you read.

  • lumachelumache Member Posts: 314
    Originally posted by WRyan

    Originally posted by lumache

    Originally posted by WRyan

    Originally posted by lumache


    You cant tell me that the masses, or lack there of will be drawn in by a change from .1% to .2% that is just equally useless. .1% has next to no effect, .2 has next to next to no effect.  Another example of Funcoms inability to get in sync with the gaming community.



     

    Let's break this down a bit:

    1. Let's say you have a 1% of Increased Crit Chance.  In English, that means that every 100 attacks, 1 of those attacks will likely be a Critical Hit.
    2. Now, let's use AoC's figure, and change that 1% to a .1% Increase Crit Chance.  That means, that out of that 100 attacks, 1 will be a Crit, but only 1 out of every 10 of THOSE will actually be the Crit.  WHAT?
    3.  
    4. So, that means that you actually are hitting something 999 times, before you Crit
    5. This part makes sense and yea, Im not motivated to raid for that trash, what part of that dont you get?.
    6. Now, let's assume that after the patch, the value of this number will be increased by 50%.  No, that doesn't mean what you think it will mean.  It means that it will represent half of your character's ability to Crit.  So that means that the other half is inherent, which could vary greatly depending on the class you play.
    7. Based on what evidence?Funcom wont talk about what they mean exactly leaving us all to guess that they mean nothing - or next to nothing, but either way NOTHING or NEXT TO NOTHING is the same NNOTHIN MUCH....

    From this, we can conclude a few things:

    1. Classes that are inherently better at Critical Hits (which I presume are the Rogue classes and probably the Conquerer class) will always have the better Critical chances. WHAT?The only thing I conclude from this: is that you are guessing and way off base at that.
    2. Since the classes have gear restriction (some classes can only use heavy armor, etc.), then each type of weapon and/or armor will have different types of associated stat modifiers, which more define the role(s) of each class that uses each weapon or armor class.
    3. However, since there are some weapon and armor types that are shared by various classes, it also means that there will be fewer needs of one class over another.  Basically, you can get by without having a Barbarian, because you have a Conqueror, or visa versa.  This is what they wanted to asure players from the beginning - all classes are viable.

    I personally don't see how .1% is anything to be happy about in the first place, but it seems to me that the idea behind their design makes some good sense... in theory.  Now, if we were talking about a 10-20% increase in overall ability... then that's a different story.

    Still, it could have something to do with level difference, in that a Level 80 character attacking a level 1 character has an 800% increase of Crit Chance because of the difference in level, thereby giving the level 80 character an 80% chance to Crit instead of a .1% chance.  This is called level scaling, which I can't decide is a good thing or not, but I presume is the nature of the beast for Level Based systems.  After all, you wouldn't expect a character to completely decimate an equally powerful character with constant barragement of Crits.

    Just my thoughts ont he subject.



     

    You have the develo[per code and data to support this or are you just making this stuff up as you see it?

    Notice how he goes from presuming to WILL ALWAYS in the same sentence? Nifty lil tricks there!



     

    Relax man... all of this is spoken in theory.  Why do people get so defensive about this crap?  I'm just trying to make sense of it like you - and I'm putting what I think down so others can see if it is at least plausible.  Had I the foresight to know someone like you would come along and completely turn everything I said into something it wasn't meant to be, I wouldn't have written it.

    By the way, please do notice how I word my sentences.  To presume, is by nature, to not know.  Thus you speculate.  I would think, that if I chose the words "presume" and "assume" then it would out of principal definition imply that I didn't know.  But that doesn't make the theory any less plausible.

    You have completely made an ass of yourself with your reply, and I feel sorry for you.  OF COURSE I don't know this stuff as fact, and I never said it was.  Show me anywhere in my post where I said everything I've said was fact.  DAH!  People like you need to learn how to ascertain what you read!  Ascertain - that means understand.  It's easy to read.  It's a lot harder to understand what you read.



     

    Turn everything into something it wasnt meant to be? Isnt that the intent of your post? You clearly go from making suppositions and change into statements of fact in the same sentence.  Thats all I was trying to point out...

    The truth is something even more frightening : NOONE KNOWS what the stats mean or if they DO anything at all.  Noone call tell you what WISDOM does or how it impacts your casting other than under intense testing GEAR that increases the stats has NO noticable effect on damage. 

    The same with melee.... how the hell can .1% even be in ANY game? I mean why even bother?

    -Lum

  • WRyanWRyan Member Posts: 266

    Turn everything into something it wasnt meant to be? Isnt that the intent of your post? You clearly go from making suppositions and change into statements of fact in the same sentence. Thats all I was trying to point out...

    NO!  My intent was not to turn something into nothing.  My intent was to use what knowledge we do know about the game, and try to make sense of a possible reason for it's existence in the game world.

    I don't know how much clearer you want me to be!  I used all the correct wording - assume, presume, probably... which of those words speak of absolutes?  NONE!  I never said anything was how it is, except for the math!  The Math is correct as best i can tell, but I never said it was absolutely used in such a manner.

    AGAIN! The whole post was to make sense of what we know!  We KNOW that the game uses numbers such as .1% for stat enhancement.  How does that figure into the big picture?  I offered my best guess.

    You're arguing just to argue because you're pissed off about the game.  So shut up, and stop smearing someone who has done nothing wrong!

    The truth is something even more frightening : NOONE KNOWS what the stats mean or if they DO anything at all. Noone call tell you what WISDOM does or how it impacts your casting other than under intense testing GEAR that increases the stats has NO noticable effect on damage.

    Great!  I'm glad you understand that I don't know, and I never said I did.  What I did say was that it was my best guess!

    The same with melee.... how the hell can .1% even be in ANY game? I mean why even bother?

    I explained the utility of this when I spoke about level scaling - or did you not get that part either?





     

  • WizhkWizhk Member UncommonPosts: 23

    Ryan, you have to learn to ignore Lumache.

     

    He is not trying to make sense of anything like you are. He doesnt understand that this is the AOC Forum and some people with interest or are playing AOC are discussing changes. Some people may be looking to come back and are very excited about what they are reading. Lumache's goal in the whole thing is to talk shit and try to turn away anyone who might want to play.

     

    Lumache what game are you playing?

    Wizhk

  • alakramalakram Member UncommonPosts: 2,301
    Originally posted by WRyan

    Originally posted by lumache


    You cant tell me that the masses, or lack there of will be drawn in by a change from .1% to .2% that is just equally useless. .1% has next to no effect, .2 has next to next to no effect.  Another example of Funcoms inability to get in sync with the gaming community.



     

    Let's break this down a bit:

    1. Let's say you have a 1% of Increased Crit Chance.  In English, that means that every 100 attacks, 1 of those attacks will likely be a Critical Hit.
    2. Now, let's use AoC's figure, and change that 1% to a .1% Increase Crit Chance.  That means, that out of that 100 attacks, 1 will be a Crit, but only 1 out of every 10 of THOSE will actually be the Crit.  So, that means that you actually are hitting something 999 times, before you Crit.
    3. Now, let's assume that after the patch, the value of this number will be increased by 50%.  No, that doesn't mean what you think it will mean.  It means that it will represent half of your character's ability to Crit.  So that means that the other half is inherent, which could vary greatly depending on the class you play.
    4. In either case, half is half, so that means that instead of attacking 999 times before you Crit, you'll only be attacking 499 times.  Either way, these are still bogus numbers.... maybe.

    From this, we can conclude a few things:

    1. Classes that are inherently better at Critical Hits (which I presume are the Rogue classes and probably the Conquerer class) will always have the better Critical chances.
    2. Since the classes have gear restriction (some classes can only use heavy armor, etc.), then each type of weapon and/or armor will have different types of associated stat modifiers, which more define the role(s) of each class that uses each weapon or armor class.
    3. However, since there are some weapon and armor types that are shared by various classes, it also means that there will be fewer needs of one class over another.  Basically, you can get by without having a Barbarian, because you have a Conqueror, or visa versa.  This is what they wanted to asure players from the beginning - all classes are viable.

    I personally don't see how .1% is anything to be happy about in the first place, but it seems to me that the idea behind their design makes some good sense... in theory.  Now, if we were talking about a 10-20% increase in overall ability... then that's a different story.

    Still, it could have something to do with level difference, in that a Level 80 character attacking a level 1 character has an 800% increase of Crit Chance because of the difference in level, thereby giving the level 80 character an 80% chance to Crit instead of a .1% chance.  This is called level scaling, which I can't decide is a good thing or not, but I presume is the nature of the beast for Level Based systems.  After all, you wouldn't expect a character to completely decimate an equally powerful character with constant barragement of Crits.

    Also, keep in mind that usually, the stats are more like .5% or whatever.  So, you that 199/1 ratio will be radically changed in your favor with an increase in base value.

    Just my thoughts on the subject, and I could be wrong.  I may not have done the math correctly.

     

    Good post. I remember now another reason I had to left AoC. I never understood the item stats and how they really working. I just picked my gear If i liked how it looked, haha. Anyway good asumptions. Im not sure if they work like this, but they probably do. Maybe not even AoC devs know how they work.



  • hobo9766hobo9766 Member UncommonPosts: 457

    Shield Nano AC FTW.

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