06-29-2008, 01:56 AM
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#2
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Guest
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You could always change staves so that they work like a magical focus. The auto-attack for a staff could be a magical attack, using int and cnc (or int and dex, so it's sort of a melee/magic hybrid attack).
I was actually going to address the discrepancy in stat dependencies for the three "classes" (Which is to say, pure melee, archers, and offensive casters) in a different post, but this addresses the biggest point. Casters need *every* stat to be effective, where melee can ignore int and cnc, and archers can ignore str and int. A change that gives casters a "dump stat" would bring them closer in line to the other classes, in terms of the number of stat dependencies.
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06-29-2008, 02:14 AM
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#4
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Guest
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um you can actually aviod dex with a staff as its treated like a crushing weapon from what i could tell anyways some would disagree.. anyways.. 2str, 1 pst then 1 str, 2 pst and repeat. happy?
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06-29-2008, 02:36 AM
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#5
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Guest
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Dex determines chance to hit with all melee and ranged weapons, if my interpretation of the various tooltips is correct. Ignoring it has consequences in the accuracy department (Doing more damage doesn't matter if you can't hit in the first place!).
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06-29-2008, 04:47 AM
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#6
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Guest
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tool tip over str.
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06-29-2008, 06:36 AM
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#7
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Guest
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The impression I got was that the OP was hoping to only invest into energy and avoid str/dex altogether, and only invest into caster oriented stats while still gaining benefit of using the staff for a boost to overall damage output.
I see both sides of it, but haven't played one high enough to really weigh in on the matter. Would it overpower casters to not have to make that investment outside of caster oriented stats? Are they underpowered now, and would it bring them into balance?
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06-29-2008, 06:46 AM
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#8
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Administrator
Glitchless is offline
Join Date: May 2008
Posts: 8,569
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This certainly won't be changed. If you don't want there to be any difficult build decisions then you're playing the wrong game 
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06-29-2008, 07:33 AM
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#9
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Guest
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I think Decker has it right. Treat Staves as a crusher for stat distribution. That means ignore Dex. Crushers get their accuracy stat from Str. Just like piercers get their damage stat from Dex.
Hope that helps.
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06-29-2008, 07:59 AM
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#10
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Administrator
Glitchless is offline
Join Date: May 2008
Posts: 8,569
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Dex still matters for staves accuracy somewhat and Str still matters for piecers accuracy somewhat.
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06-29-2008, 08:33 AM
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#11
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Guest
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Well that does make it difficult doesn't it? 
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06-29-2008, 08:50 AM
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#12
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Guest
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head about to explode >.< you mean str still matters for piecers damage modifier somewhat?
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06-29-2008, 11:59 AM
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#13
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Auction Master
doctor-warlord is offline
Join Date: May 2008
Location: Denmark
Posts: 1,276
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well looks like char building wont have a quick masters guide as its near impossible to figure out how it works and doubt anyone will ever find the perfect build other then jeff
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06-29-2008, 04:47 PM
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#14
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Guest
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well at least i now know not to be a caster outside of beta. =-D
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06-29-2008, 04:57 PM
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#15
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Auction Master
doctor-warlord is offline
Join Date: May 2008
Location: Denmark
Posts: 1,276
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I will be wizard in full release just like in beta as i think i found a pretty good setup for it
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06-29-2008, 05:07 PM
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#16
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Guest
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Quote:
Originally Posted by Glitchless
Dex still matters for staves accuracy somewhat and Str still matters for piecers accuracy somewhat.
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can you explain the effect of str for peircers or was that statement correct?
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06-29-2008, 05:10 PM
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#17
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Auction Master
doctor-warlord is offline
Join Date: May 2008
Location: Denmark
Posts: 1,276
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from what i read both str and dex matter towards accuracy for melee weapons regardless of the type one just helps a bit more then the other for the specific type of melee combat for staff and crushing users its str that helps most and for piercers its dex does that explain it a bit better for you jerome
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06-29-2008, 06:29 PM
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#18
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Guest
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.
As it stands, i can build a warrior. dedicate to one weapon type, and then what skills do i need to survive?
suiting, one weapon skill, weapon crit, blocking OR 2 handed weapon skill, white/green magic.
6 skills.
as a caster, lets see shall we?
suiting, staves, at least 3 magics, probably 4. (assuming 2 offensive magics and 2 healing magics.) Wizardry, mental conservation, the base skills in each magic catagory used like sorcery, diabolism, etc, Slight of hand, destruction, (spell casters version of crit strikes, which is still to low a % potential (i think it should be 40% at max with a staff.) and finally divination.
So thats 14 skills.
Whats the benifit of being a caster really?
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06-29-2008, 08:31 PM
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#19
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Guest
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the benefit is overpowering damage and the ability to cast really fast at higher levels
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06-29-2008, 08:34 PM
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#20
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Guest
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Thats remains to be seen. The spell damages thus far are mediorce. The casting costs are much higher then the damage results they yield as well. I jut don't honestly see what will compel players to try using a caster when it's so awkard and unwieldly.
Keep in mind i'm only evaluating the class based on what is in front of me to work with at the moment, not the "potential" or promise of casting gems that make it more interesting, and frankly im not not certain that really has any effect on the idea being put forth.
Largely it's just disproportionate how much is required as a caster to yield similar results with a simplier, read MORE EFFICENT, build.
*shrug*
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