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What each stat does

PostPosted: Mon Jul 30, 2007 10:38 pm
by Ratiotile
This is what I think each stat should do. It's only slightly changed from Xenimus. The goal here is to make each stat useful to every class.

Strength: melee dmg, carry wt, bit of hp, weapon skills
Agility: AC, to-hit, walk/cast/attack speed, weapon skills
Constitution: more hp, poison resist, swim, rage
Intelligence: bonus exp, mana, most attack spells, skill points
Wisdom: mana, defense spells, heal, resists, spirit magic, buffs, detection magic

Strength should give a bit less HP than it does now, so that Constitution is more useful to fighters.

Let Agility affect casting speed so that it isn't wasted on mages.

What can I say about Consitution? Basically all it does is give HP.

Intelligence should give a bit more bonus EXP( in Xenimus it's 1 point per point in Intelligence). It should also increase the rate of skill points per level, to make it more useful all around.

Wisdom needs a little boost. Let it affect buffs and detection magic.

Both Intelligence and Wisdom should give mana. I don't really like the idea of having a primary magic stat and the other one giving no MP. We will see more balanced mages this way.

PostPosted: Tue Jul 31, 2007 7:53 pm
by JSunJShineR
Very nice, Also since we are around this subject... Make it so whenever you cast a armor spell you see your Total Armor # turn blue and increase so you can see what exactly you got, same with str buff/speed/etc... stats turn blue if they r buffed and increase to the given amount. also have a timer on the buff icons to see how much longer you have till u need recast.

PostPosted: Tue Jul 31, 2007 9:29 pm
by Vitriol
JSunJShineR wrote:Very nice, Also since we are around this subject... Make it so whenever you cast a armor spell you see your Total Armor # turn blue and increase so you can see what exactly you got, same with str buff/speed/etc... stats turn blue if they r buffed and increase to the given amount. also have a timer on the buff icons to see how much longer you have till u need recast.


Rather than a timer, (its too precise) just have the icon begin to blink as you run out of time. And it blinks faster and faster until it goes out.

PostPosted: Tue Jul 31, 2007 10:01 pm
by Ratiotile
Agreed. A timer can be hard to read out of the corner of your eye. How about icons that fade, or shrink?

PostPosted: Wed Aug 01, 2007 12:59 am
by JSunJShineR
i like the blinking idea.

PostPosted: Wed Aug 01, 2007 6:48 am
by Karl G.
Icons that shrink are easier for me to code than those that fade, but whatever you guys want.

PostPosted: Fri Aug 03, 2007 5:46 pm
by Vitriol
JSunJShineR wrote:i like the blinking idea.

Its pretty intuitive too.