Avatar of MercuryHg34
  • Last Seen: 10 mos ago
  • Old Guild Username: MercuryHg34
  • Joined: 11 yrs ago
  • Posts: 363 (0.09 / day)
  • VMs: 0
  • Username history
    1. MercuryHg34 11 yrs ago
  • Latest 10 profile visitors:

Status

User has no status, yet

Bio

User has no bio, yet

Most Recent Posts

Oh, I see. This is a better question for Light but the short version as I see it is that everything you guys interact with or fight scales with the party's average level. for example, a "bear" would be a low-level enemy, but as you get stronger we might make you fight a "bear" that's stronger than before so it feels like relatively the same challenge. Eventually, you'll encounter different types of "bear" that have special attributes that make them more difficult than the party average, providing a greater challenge at higher levels. So basically it depends, but as far as comparing your character to a regular person just think of yourself as simply having a set of skills a normal person wouldn't necessarily have and therefore slightly "stronger" than them. This difference is expanded upon every time you put ranks into skills, becoming a more adept fighter/magician.

As far as the running example goes, that is a case-by-case scenario so you'll have to check the skills and see for yourself when we've finished the skill list in the glossary. One example I can give you right now is a core skill called Adrenaline. It is a fairly advanced skill on the Health Mastery tree, so it will have somewhat high prerequisites to even start putting ranks into. The effect at each rank is quite noticeable though since it's max rank is lower than some of the "easier" skills before it. It is a triggered skill that activates when your character dips below 15% HP remaining, and when that happens at rank 1 your character instantly restores 50% of their Stamina and Mana. At rank 2 it restores 75%, and rank 3 (it's maximum rank) it restores 100%. On the other hand, a simpler skill like Restoration on the Stamina Mastery tree goes up to 10 ranks but simply improves the rate that you naturally restore stamina each round.
Well the soft level cap is 100, and every level you get 3 points to invest in parameters as you choose (with the exception of putting all three in one parameter). Having said that, each parameter caps at 99. So while it's not possible to cap every parameter, capping 2 or 3 is very possible. I think the best answer to your question is that level-wise, 70+ is considered high performance while parameter-wise it depends on the parameter since the stacking on each stat differs depending on how many points are invested and what the stat is.

EDIT: The average of your starting parameters is somewhere between 7-10 depending on how you build them, but in the long run that matters less. It's just our way of making sure nobody starts overpowered in the early game.
Sorry, I got called in to work yesterday unexpectedly so we didn't quite finish yet. Most of what's next is personal skill trees, which we will work with you guys on individually either here or in PM's if you wish. I won't be home today until around 4 PM EST but that's when things should pick up again.
Basically combat and completeing milestones in the story/sidequests get you exp.
That would mostly be determined by personal skill trees, which we are going to start working on tomorrow. Honestly you didn't give us much regarding the armor other than it is stored in an artifact worn as a belt and comes with a sword. That's actually a good thing though, because over time you can add even more to the armor's abilities in the form of a personal skill tree. That works for your character bio too, since you said he wants to learn more about the armor's capabilities.
Thinking of making a mage character of some sort, I'll throw the CS together tomorrow after work.
I'll agree with it if everyone else cares to request them. Honestly though knowing won't make too much of a difference I don't think. And certain things can still be left up to us to keep secret. What do you all think?
It's worth mentioning that Katanas fall into the general sword category, specifically as a curved sword.
Well how about this, tell us how you would like your character to turn out and we'll put the stats together for you. Beyond character creation this RP won't require too much math on the player's part, hopefully you'll reconsider. If not then I guess thank you for your interest and trying it out. It would be great if you stayed but if you want to leave that's understandable.
DAWNSTAR said
So, just realized that my character lacks a melee weapon. Guess he is just going to punch anybody who gets close. Either that or he could take the string off his bow and use it as a weapon that way.


We do have skills for fighting "unarmed" that may interest you, or you could start with a weak melee weapon of some sort like a dagger or short sword.

Jerk Chicken, your character's off to a good start (I enjoyed the various Kamen-Rider references) but begining play with special armor like yours is a bit op without some balancing. I propose one of two solutions:

-Start the game without the armor and find it over time
-Start with the armor as part of your personal skill trees, while starting off with less in other areas of equipment (for example, you don't begin the game with any weapon and rely on your martial arts skills to fight at first or indefinitely). This is my preferred option, because this way allows your armor to become a very unique part of how your character is built.

Finally, I'll have to check how you split up your points and make sure it adds up right in the point-buy system Light made. Anyone who wants to start putting stats together is more than welcome, and they can be changed up once you decide what skills you want your characters to have.
© 2007-2024
BBCode Cheatsheet