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 Post subject: Paladin Strength enhancement
PostPosted: Fri Mar 25, 2011 9:43 am 
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perhaps 2 sockets would make sense.
at 190 str though, it is hard to justify as a caster weapon.

I had a thought earlier that looks like it just isn't possible - to give paladins +2 str for every point invested. Something along the lines of the divine powers that imbue the paladin allow them to hone their physical condition beyond that of other men. I think that would be a real game change for paladins and give them a unique flair. Just don't see how it can be coded in though :(

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 Post subject: Re: How are hammers doing without the bypass
PostPosted: Fri Mar 25, 2011 11:01 am 
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passive -req?

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 Post subject: Re: How are hammers doing without the bypass
PostPosted: Fri Mar 25, 2011 11:06 am 
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Zikur wrote:
passive -req?

and this is done how?
not looking for ideas, I am looking for specific actions that can be done.

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 Post subject: Re: How are hammers doing without the bypass
PostPosted: Fri Mar 25, 2011 11:10 am 
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Skill that gives 2*hard point strength. You can add it to starting skills, I guess. Charstats.txt, just add it there. For skill, just copy of of these passive skills(weapon mast or something) and change it to proper formula.


Last edited by Steel on Fri Mar 25, 2011 11:15 am, edited 1 time in total.

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 Post subject: Re: How are hammers doing without the bypass
PostPosted: Fri Mar 25, 2011 11:14 am 
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Steel wrote:
Skill that gives 2*hard point strength. You can add it to starting skills, I guess.

wanna code that up some time?

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 Post subject: Re: How are hammers doing without the bypass
PostPosted: Fri Mar 25, 2011 11:22 am 
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well it's not hard, I may try it later. Passive stat should be "strength" and formula for it stat(strength.base).


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 Post subject: Re: How are hammers doing without the bypass
PostPosted: Fri Mar 25, 2011 12:08 pm 
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that would be cool if there was some bonus to each class but not too significant of a boost, like every 5 base energy you get 1 extra energy, same with zon except with dex instead. etc


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 Post subject: Re: How are hammers doing without the bypass
PostPosted: Fri Mar 25, 2011 1:17 pm 
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yeh those are pretty simple to do. I think for a pally, some regeneration would be nice.

For example, pallys hidden passive:
stat: hpregen
calc: stat('maxhp'.accr)/750

that makes him regen full hp in 30 secs (750 frames). You could also make it grant 1% mag pierce per 25 base energy:
stat: passive_mag_pierce
calc: stat('Energy'.base)/25

the formulas can be as complex as you like
example:
stat: passive_fire_mastery
calc: clc4?clc1:clc2 <-----------is calc4 true?if yes apply calc1, if no apply calc 2
calc4= ((stat('Strength'.base)+stat('Dexterity'.base))>=(stat('Vitality'.base)+stat('Energy'.base)))
calc1= ((stat('Energy'.accr)+stat('Vitality'.accr))*100)/(stat('Strength'.accr)+stat('Dexterity'.accr))+(stat('petpot'.accr)*(stat('efficiencyactivate'.accr)*5))
calc2= ((stat('Strength'.accr)+stat('Dexterity'.accr))*100)/(stat('Vitality'.accr)+stat('Dexterity'.accr))+(stat('petpot'.accr)*(stat('efficiencyactivate'.accr)*5))

you are limited to 255 chars per column but you can use the empty "calc" columns and simply use clcX in the stat formula

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 Post subject: Re: How are hammers doing without the bypass
PostPosted: Fri Mar 25, 2011 1:20 pm 
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i don't see a need for either of those.
want regen? run prayer
want -fire resists? run conviction or holy fire.

What's your rationale for wanting those in there?

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 Post subject: Re: How are hammers doing without the bypass
PostPosted: Fri Mar 25, 2011 1:45 pm 
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tested strength and I've ran to some random issue - you won't get extra strength unless you use an aura or gear with +all skills. It's kinda strange. Well I'll look onto it, seems it's different than adding other values, or I just forgot about something.
In case anyone:
Passivestate: paladinboost
passivestat1: strength
passivecalc1: stat('strength'.base)
passive: 1


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 Post subject: Re: How are hammers doing without the bypass
PostPosted: Fri Mar 25, 2011 1:46 pm 
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cool - thx for scoping that out Steel.
Gonna branch this out in to a separate topic to see if people can see a reason not to make a move like this for paladins.

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 Post subject: Re: Paladin Strength enhancement
PostPosted: Fri Mar 25, 2011 3:37 pm 
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the problem with running prayer is you lose most ofyour offensive capability, not running an offensive aur is like taking a mastery away from a barb etc.

passives don't get updated like auras do, they only update when you level up, enter a game or equip an item with + all skills. (skill shrine works too). Ie, the venom synergy with claw mastery, it wont update untilyou rejoin the game , level up etc. You need an aura for that.

those were just examples of what you can do. The mag pierce was more an idea to enhance hammers since some say they could use the boost.

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 Post subject: Re: Paladin Strength enhancement
PostPosted: Fri Mar 25, 2011 3:50 pm 
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ya - that's why I made medit on equip on so many items. Allows a mini-prayer + offensive aura.

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 Post subject: Re: Paladin Strength enhancement
PostPosted: Fri Mar 25, 2011 3:51 pm 
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Quote:
passives don't get updated like auras do, they only update when you level up, enter a game or equip an item with + all skills. (skill shrine works too). Ie, the venom synergy with claw mastery, it wont update untilyou rejoin the game , level up etc. You need an aura for that.
I'm aware of that, but other problem is when you join a game you're not getting that stats till you get switch to aura, change weapons. Aura could solve that but problem is you need it always on, either skill or from items(when wear).


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 Post subject: Re: Paladin Strength enhancement
PostPosted: Tue Mar 29, 2011 2:06 am 

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This kind of discussion gets me. Great pains were taken to remove strength from items, yet now talk is adding it in via some kind of skill. Not a good idea IMO. If it's going to be added why should one or two classes be all that benefit? After all Windhammer requires one to spend 250ish strength to equip it and it lost the +100 to str that was a defining feature.

Perhaps a better idea would be to return some of the previously removed str on items. Possibly splitting between what is and what was. Same could be said of res on items. Even raising the res back up while leaving sorbs as is would still leave many lacking decent sorbs, especially on 2h builds.

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 Post subject: Re: Paladin Strength enhancement
PostPosted: Tue Mar 29, 2011 2:19 am 
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I'd vote for adding str on all din shields as automagic.


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 Post subject: Re: Paladin Strength enhancement
PostPosted: Tue Mar 29, 2011 7:56 am 
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Steel wrote:
I'd vote for adding str on all din shields as automagic.

ya, that was the obvious plan B. Just not as elegant or desirable and a lot harder to balance.

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 Post subject: Re: Paladin Strength enhancement
PostPosted: Tue Mar 29, 2011 9:57 am 
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u could add it to a skill like holy shield giving a passive bonus of .5 per lvl

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 Post subject: Re: Paladin Strength enhancement
PostPosted: Tue Mar 29, 2011 10:03 am 
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Sesshomaru wrote:
u could add it to a skill like holy shield giving a passive bonus of .5 per lvl

Only problem I might forsee with that is when your holy shield goes off, you lose your str buff. Suddenly your armor is no longer equipped and you get a serious dip in your stats. That would be a bad thing in the middle of a fight.

If it worked like Increase Stamina though, that would be coolio.
A clone of Inc Stamina called "Fervor" or something that gave a +str boost would be neat.

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 Post subject: Re: Paladin Strength enhancement
PostPosted: Tue Mar 29, 2011 10:07 am 
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i meant as a pasive bonus just by adding pts in the skill it would matter if it was active or not.


ill check with my bro on how to do it i seen a skill in median do it

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 Post subject: Re: Paladin Strength enhancement
PostPosted: Tue Mar 29, 2011 10:20 am 
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Well it's almost the same as a new starting skill with str boost. Just need different formula if you want 0.5str per hard point. I guess something like "skill('Holy Shield'.blvl)/2"
Quote:
If it worked like Increase Stamina though, that would be coolio.
A clone of Inc Stamina called "Fervor" or something that gave a +str boost would be neat.
Well, amount of skills must be equal for all chars, so adding a new class specific skill won't happen. You can add 7 new skills for each class, or replace the ones of existing.


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