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 Post subject: Uber e1000 character: Help me find the limits!
PostPosted: Wed Aug 17, 2005 10:18 pm 
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I need to collect some data on the absolute lowest and absolute highest values obtainable by a e1000 character in a number of ability scores and stats using normal game mechanics. Could you guys help me out by filling in the missing numbers in the following list? I will use this to tweak the patch. Since there arent any e1000 characters yet your guesses and estimates will do.

Stats:
Melee Damage (any method): 0-?
Range Damage (any method): 0-?
Magic Damage (any method): 0-?
Hitpoints: 1-?
Mana: 1-?
Move: 1-?
Reflex save: 1-?
Fortitude save: 1-?
Willpower save: 1-?
Magic Resistance: 1-?
Regeneration: 0-?
Spell Complexity: 0-?
Speed: 0 - ?
Size: 1 inch - ?
Attack: ? - ? (current guestimate 8 to 120)
High-Mobility: ? - ? (current guestimate 8 to 150)
Damage Reduction: ? - ? (current guestimate 0-3000)


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 Post subject:
PostPosted: Wed Aug 17, 2005 10:31 pm 
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Size Could be anything due to race and blahblah but ill say 1inch-170inch :P

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PostPosted: Wed Aug 17, 2005 11:18 pm 
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size is actually from like 10 inches to 130... at least using setbody

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PostPosted: Thu Aug 18, 2005 1:45 am 
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Size...10 - 400 probably...possibly more...but I think that's about it

Complexity...hrm...0 - ~150? I have to check Quintos...then I can figure it out...
*Looks more like 140 I guess...didn't get around to going through all the math though*

Reflex - 110? Hmm...not sure how much with spells...

HP - 10k+ easily...I just formatted my computer or I'd give you exact calculations, sorry...but you can easily get over 10k with max weapon resists and saves, and without top of the line crafted eq.

Mana - more or less a moot point, but at least 25k...depending on eq, probably as high as 50k... (It's half the cost of HP?)

Move - Ultimate moot point...really doesn't matter...probably 50k+ if it's focused on...

Speed - 0-250 I guess...probably higher...almost definately higher.

DamRed - with current code, a moot point, but your estimate sounds about right.

High Mobility - probably tops 200...

High Attack - probably tops 250...

Regeneration - Moot point...probably 100-200 max...never bothered calculating...not that useful.

Damage roll - can probably get up to about 10k...

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 Post subject:
PostPosted: Fri Aug 19, 2005 3:21 am 
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i know mobility would top 200 prolly top 400, on nimisis, without mobility on EVERYTHING i was able to get 135 at level e110 and most of my crafted eq wasnt that great, actually, a lot of my stuff was either not enchanted or mob eq, with just jewellery alone an e1000 should be able to top 250 mobility pretty easy


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 Post subject:
PostPosted: Fri Aug 19, 2005 4:17 am 
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i have a list made up of the enchantment space of e500 emeralite eq, and weems and i have begun calculating the total maxes a player might get enchanted.

1) a list of what a player would be at if they dumped everything into a single purpose (ex: only into hp, only into mana, only into attackroll etc)
2) a list of what a player might be at normally, giving a balanced approach to enchanting.
3) a list of non-emeralite options available.

im too tired to finish it atm, will work on it when i awaken


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 Post subject:
PostPosted: Sun Aug 21, 2005 11:59 pm 
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using epic 500 emeralite equipment, weems has come up with some stats



movement points using normal enchanting rolls - 262068
exceptional enchanting - 210 attack rating + base
exceptional enchanting - 31,000 hitpoints + base
exceptional enchanting - 62,000 mana + base
exceptional enchanting - 167 mobility + base - armor mobility penalty
exceptional enchanting - 1500 saves (reflex, willpower, etc) + base
exceptional enchanting - 4200 damage roll
damage reduction on the gear itself totals 6563 - this not the dam reduction of the player, just the combined values.


spells and epicbuying are not included with this


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 Post subject:
PostPosted: Mon Aug 22, 2005 7:37 am 
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Wow my damroll prediction was almost right...btw those saves arent following the actual principle of enchanted saves i think...theres a max amount you can have on each item...i dont think thatll add up to 1500.

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 Post subject:
PostPosted: Mon Aug 22, 2005 11:33 am 
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Silvanos wrote:
Wow my damroll prediction was almost right...btw those saves arent following the actual principle of enchanted saves i think...theres a max amount you can have on each item...i dont think thatll add up to 1500.


Yep. I think its...2 saves per item?


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PostPosted: Mon Aug 22, 2005 12:24 pm 
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yep..aslong as it's enchanted as a +2 ..can't do 2 x +1..oh..and my gnome at e69 has a base of 74MR, currently it's 14 epic points for +1 MR to buy


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PostPosted: Sat Oct 01, 2005 12:26 am 
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i have a question about the limt of leveling :D
e1000 X 5000exp = 5000000 for one character? and account has a max of 8 characters. So 8 X 5000000 = 40,000,000exp?
How in the right mind would go insane to accumulate this kind of exp? :shock:

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 Post subject:
PostPosted: Wed Oct 05, 2005 1:27 pm 
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umm... killin' stuff?

also, i dont know if its been suggested, but what about letting someone choose a fourth class after every 1000 elevels?

i think a warrior/mage/cleric/rogue would be pretty cool :P


also, you should get like.. a gagillion gold when you hit e1000

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PostPosted: Wed Oct 05, 2005 5:09 pm 
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Chilliwack wrote:
umm... killin' stuff?

also, i dont know if its been suggested, but what about letting someone choose a fourth class after every 1000 elevels?

i think a warrior/mage/cleric/rogue would be pretty cool :P


also, you should get like.. a gagillion gold when you hit e1000


It was suggested by Manastofle, inspired by an idea I gave him.

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 Post subject:
PostPosted: Wed Oct 05, 2005 6:00 pm 
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i think - the more you multiclass, the less skills you should be able to use from your old classes.

so a level 50 druid gets access to all of her high level skills

a level 50 druid / 50 mage gets access to skills up to level 45 in both - because the player is no longer a specialized class. - And, the skills from the previous class are no longer fresh in the players memory.

a level 50 druid / 50 mage / 50 warrior gets access up to level 40 in each class.

the alternative is to allow the player to get access to all high level skills "of the current new class" and access penalties as mentioned above in the previously learned classes.


AND, the better way to do it - according to me, is to get rid of multiclassing altogether, it would be better just to have a single class, with comparible skills in each class, to balance themselves out.


so sure, e1000, take a new class, but you would just be a 'general skilled player, who just happens to know a little about everything.


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 Post subject:
PostPosted: Wed Oct 05, 2005 7:25 pm 
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In the current system, if you took skills from characters when they multiclassed, you'd basically destroy meleers. What good is a warrior without spin? What good is a rogue without multistrike? This would not affect casters as much as they can just raise their complexities through epiccing, and the bonus from getting another class would probably be more than enough to make up for what they lose. I would rather have a classless system, but with the current system, taking away high level skills would just hurt meleers.

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 Post subject:
PostPosted: Wed Oct 05, 2005 9:34 pm 
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you could make it fair if you wanted to, simply by adding more skills at different levels.

and i'm sure if you wanted to be fair, you could equally penalize magic users, via complexity penalties.


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 Post subject:
PostPosted: Wed Oct 05, 2005 10:27 pm 
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Sure, if you added more skills you could even it out, but at its current state, it wouldn't work.

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 Post subject:
PostPosted: Wed Oct 05, 2005 11:01 pm 
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i was thinkin bout this, actually... where as you multiclass you loose some complexity, and as a single class youre really good at the things you do

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 Post subject:
PostPosted: Wed Oct 05, 2005 11:44 pm 
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Isabelle wrote:
i think - the more you multiclass, the less skills you should be able to use from your old classes.

so a level 50 druid gets access to all of her high level skills

a level 50 druid / 50 mage gets access to skills up to level 45 in both - because the player is no longer a specialized class. - And, the skills from the previous class are no longer fresh in the players memory.

a level 50 druid / 50 mage / 50 warrior gets access up to level 40 in each class.

the alternative is to allow the player to get access to all high level skills "of the current new class" and access penalties as mentioned above in the previously learned classes.


AND, the better way to do it - according to me, is to get rid of multiclassing altogether, it would be better just to have a single class, with comparible skills in each class, to balance themselves out.


so sure, e1000, take a new class, but you would just be a 'general skilled player, who just happens to know a little about everything.


Yay, lets make everybody weaker!


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 Post subject:
PostPosted: Thu Oct 06, 2005 1:48 am 
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i don't see it that way at all

i see it as either specializing in a class, or not


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 Post subject:
PostPosted: Thu Oct 06, 2005 2:50 am 
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you are leveling each class to their max so why shouldnt you have access to their full array of skills.

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 Post subject:
PostPosted: Thu Oct 06, 2005 2:52 am 
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kiasyn wrote:
you are leveling each class to their max so why shouldnt you have access to their full array of skills.


Thats just semantics. Isabelle's point was that if you take three classes, you should only have an effective level of 40 in each one. Or if you take two classes, 45 in each.

Would it make you happier if she just said it like that?

It's just semantics. It makes no difference, Kiasyn.


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 Post subject:
PostPosted: Tue Jan 10, 2006 10:25 pm 
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wheee torrim just hit e1000 :|

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 Post subject:
PostPosted: Thu Jan 12, 2006 5:56 am 
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Chilliwack wrote:
wheee torrim just hit e1000 :|
is this the max?

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 Post subject:
PostPosted: Thu Jan 12, 2006 9:25 pm 
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donno, ask torrim :O

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