Navigation

    Fractured Forum

    • Login
    • Search
    • Recent
    • Tags
    • Users
    • Groups
    1. Home
    2. TheRippyOne
    3. Posts
    • Profile
    • Following
    • Followers
    • Topics
    • Posts
    • Best
    • Groups

    Posts made by TheRippyOne

    • RE: Character Creation: ideal build analysis, and discussion of initial attribute builds

      @muker I am ashamed to say that I don't read Russian naturally. Whoever wrote that did a brilliant job - even google translate could understand it! that one touches on some of the same things I'm interested in - which builds benefit from having a 20 versus a 21 (and are 19s ever worth it? 😏 ), but it didn't really go into the harder mechanics, or the general build decision trees. of course, doing so on the scant information we have isn't actually plausible - we can't say "1 more point of strength would be better than one more point of Perception because [x]" - but we can at least work out some rough ideas about how to construct things, based on the information at hand. The 4 18's, 2 6's being applicable to both a fighter and a mage build is an example - as is the drawback the fighter suffers in that format, if they ignore Intelligence in favor of their main job. Target's response is very much in line for what I was hoping to see - "I'm trying to do [x], using the these numbers"

      I really want to see what everyone is thinking!

      posted in Discussions & Feedback
      TheRippyOne
      TheRippyOne
    • RE: Character Creation: ideal build analysis, and discussion of initial attribute builds

      The other races are much more complicated.

      To start with, they run an 8 point deficit to humans in the best case scenario - humans can do 4 18's, while the non-humans flat out can't (it would cost 108 points, and that's if one of those 4 is the "favored" stat). Using their race powers helps with that problem, to some extent, but you need to be using a build that benefits from it - a blood demon that doesn't do damage can't get buffs, so their racial power goes to waste when they are a pure support/healer, for example (As I understand it, based on what's been written about their powers).

      Further, there is the matter of them having variable stat limits. A Hellfire can't put an 18 into Perception, so a decent build might involve 2 18's (including their favored stat), 2 16's, an 8, and a 6, just because the build they are aiming for doesn't really need a dex 18, and they'd rather make sure that they get no penalty in knowledge growth. Conversely, a Hellfire that maxes out their "best" stats (21 Str and Con), might round it out with a 14, 10, 8, and 6, again using the +2 int skill to keep their growth up.

      Which is a point in itself. While humans generally can come by a 10 to slot in intelligence (for a non-mage) pretty easily, the non-humans are going to look at that 8(+2) strategy a lot harder, just because that's 2 points they can spend elsewhere at the start, and the +2 can be re-spent later as needed - the economy is different enough that it becomes "a thing."

      Of special note are the Shadow and the Erwydan - maxing out their 3 good stats leaves them with no points left - their other 3 stats are all 6's. this locks these characters into being rogue/archers and generalist mages, respectively - they are QUITE good at those roles, but there are really sharp limits in their utility outside of them - neither can take a hit, for example.

      Even still, here are some general point distributions.
      3 18's (including favored stat), 11, 10, 6 - good focus, but...
      2 18's (ifs), 2 16, 1 8, 1 6 -this one probably works better in that regard
      2 18's (ifs), 1 15, 1 13, 1 10, 1 8 - decent build, +2 int skill for growth
      1 18 (ifs), 4 14, 1 10 - same general idea as the best human jack of all trades
      1 18 (ifs), 1 14, 4 13 - the other version of JoaT. both should work "okay"

      and here are a couple playing up the 21 favored stat

      1 21, 1 18, 1 16, 2 10, 6 - a superior focused build, in my opinion.
      1 21, 2 16, 2 10, 8 - not so good, but it gets into that +2 int skill range
      1 21, 3 13, 2 12 - Really, only Blood and Erwydan can make this work well - super int spell boosting to make up for mediocre stats everywhere else

      OR a 20 in the favored stat (which still get you that bonus to start, so, not bad)

      1 20, 1 18, 1 15, 2 10, 8 - probably better than either of the 21 versions, since it puts the character in line with that second bonus and get's you in range for that +2 int skill.

      and that's about it, really. the double 21 on the Hellfire example is pretty much the best way to play raising anything other than your favored stat past 18 - it's effectively too expensive to have many variant options. You can get a second 8 if you have a 21 and a 20, instead of 2 21...but there's only 1 stat that benefits from being 8, so...and there isn't a notable benefit to having a 19, as such, so you're better off spending those 4 points elsewhere. If you disagree, let me know!

      Anyway, as mentioned, Erwydra and Blood are the best options for going for a spell-boosted jack of all trades, in my opinion, since they naturally get enough intelligence to make up for the notable lower stat spread everywhere else. Shadow might be able to manage it, but pulling an 18 outside of their favored stat is painful enough that the spread won't be good - better to go for a focus build that gets supplemented with spell boosting.

      Max'ing the best stats in each race is a build strategy (for everyone other than Chadra and Unouadra; again, 19 scores don't seem to have a point), but it leads to very limited options, in my opinion - Shadow, Erwydra, and Blood all fail to have enough Con if you play to their strengths, and Cheendra and Hellfire, at their "best," belong nowhere else. Fun to play, and unrivaled their roles, but they have trouble being anything "more" than those roles.

      in the end, playing to the powers of the species makes for a better build direction, I think, using either the 20 build spread, or the 2 18, 15, 13, 10, 8 to focus on the races nature in some fashion. Chadra, Udodra, Blood, and Shadow have the most "neutral" bonuses, so they'll work better in these spreads for the widest number of options (Hellfire need to be hit to get their bonus, which excludes them from range work, Nheedra are gifted towards melee in a different way). Erwydra could, in theory, play in melee as a rouge, but a lot of it depends on properly using their hart form - a problem if a battle goes to long, or occurs too often; it would take exceptional skill, in my opinion.

      posted in Discussions & Feedback
      TheRippyOne
      TheRippyOne
    • Character Creation: ideal build analysis, and discussion of initial attribute builds

      (looked around, didn't see anything about initial builds in the past 6 months, sooo)

      We've known for a while how the attributes are going to work (ie, it's all at character creation, using 'x' points, plus potentially getting 2 more in each stat via a skill in that stat's tree) - I want to do a bit of an analysis, and see if anyone has picked their first stat build? (yes, we've had a "what's your first build" thread, but no one has really talked about how they are going to build towards it)

      Further, we know each stat gives a big bonus for hitting 20 - a big damage buff, improved regeneration in hp or mp, big accuracy and evasion buffs, and a large luck bonus.

      there are some things to consider - Humans at 120 points, and the others have 100, but with one stat being "cheaper" - encouraging the use of that stat (plus some other non-stat bonuses, because the cheaper stat doesn't quite cover things).

      All stats start at 6, and maxes vary by species (but centered on 18), with 10 being the expected average. Stats increase asynchronously - there's a table over here. https://fracturedmmo.com/feature-spotlight-5-character-creation-attributes-resting/

      30 points get you to 18 (only 18 for the specialty stat for non-humans), and 10 (6) will get you to 10.

      Finally, it is specifically mentioned that having less than 10 Int will hurt everyone due to a penalty gaining Knowledge points (you'll get there eventually, but it is a problem)

      So, what does that all mean?

      Human ideals are fairly easy
      4 18's, 2 6's - min/max ideal
      3 18's, 3 10's - nothing wrong, nice balance
      3 18's, 1 15, 1 10, and 1 6 - the strongest options if you want to start without a penalty to knowledge (AND Intelligence isn't one of your 18's)
      1 18, 5 14 - solid jack of all trades with one bonus

      Less ideal, but may fit for a unique build
      3 18's, 2 11's, 1 8 - use the 8 on Int, gain the +2 on the int stat tree to avoid the penalty
      3, 18's, 1 12, 1 10, 1 8 - for the same reason above
      6 15's - jack of all trades, master of none, (none of the bonus' are possible)
      2 18s, 2 13s, 2 12- weaker jack with 2 bonuses .

      Honestly, I can think of some "class" that would favor one of these options for some build, except the 6 15's. I'm sure someone would like it, but I can't see who, especially when 1 18, 5 14's are available. What do you all think?

      Off the top of my head, a focused wizard probably favors the min/max ideal, dump stat'ing Strength and either dexterity, or constitution (probably dex - they need some carrying capacity, and Constitution gives that). A focused fighter might do the same, dump stat'ing Charisma and Intelligence, but I imagine that they'd complain about the slow growth constantly XD A more reasonable build is probably the mixed option, with the 10 on int, 6 in cha, and the 15 set to their least useful of the 4 remaining stats - an archer, for example, would use 15 con, while a tank might go 15 str. Alternatively, the 18-10 is a good dedicated character who isn't useless outside their specialty, and might see some play in that respect. However, the 1 18, 5 14 jack of all trades might be the most useful from that angle - 18 Int, and then use spell boosting and re-skill to bolster your decent stats and play any role you want. The rest are "okay," in my opinion, but it's hard to think of why someone would favor them over those 4, unless they are playing to a very specific sort of character. The Intelligence 8 (+2 from the tree) seem like a poor choice for minor gains in return for having to go pretty high into a stat tree you aren't really using to avoid slow growth/frustration.

      posted in Discussions & Feedback
      TheRippyOne
      TheRippyOne
    • RE: Skill based combat

      so, we can expect something where there is some "generic" gear that serves as a baseline for each type of gear, and then variations.

      as an example, armor. here are the three weight classes, with each weight class giving some known effect: (defense prevents hits, protection prevents damage. somehow. not getting into the weeds on this)

      Light ------------------------------- Medium ----------------------------- Heavy
      15 Defense --------------------- 12 Defense ------------------------ 10 Defense
      15 protect --------------------- 20 Protect ------------------------- 25 Protect
      Effect
      +5% evasion --------------------------------------------------------------- -10% evasion

      No, these aren't verified. I'm spitballing all over the place because we need to have something to cogently speak on.

      We'll then get specialist stuff - lose 5 points of defense or 2 points of protection (couple of other negatives...move speed? more cooldown? you get the idea), gain...5% more damage with one sort of skill, 2% in every skill of martial or spell nature, 1% for EVERY form of damage, 5% mana cost reduction for 1 sort of skill, etc. etc. etc.

      Probably some mixed sets - a paladin set that gives +3% for warfare and restoration skills in return for 5 points of defense again, to keep things uniform~ish. Some specialist sets like a poisoner set that gives +3% to damage and duration of Damage over time effects, regardless of skill origination, etc. Some oddball edge cases - The Mega Clanky Clanker Plate that gives 50 Protection, no defense, is Heavy, and also slows you down and screws all magic casting, or the berserk tiger skin thong/bikini that gives you +10% damage to everything for -10 defense and protection (or something) - weird stuff that could foreseeably be of use to someone...

      The big question, then, becomes how many armors do you actually want?

      on one extreme, there are several thousand, allowing you to fine tune exactly what you want it to do, given 15 or 20 different forms of buff/debuffs, within certain baseline parameters and centered around certain algorithmic equations (ie, this debuff is worth any of these buffs, pick and choose). -Except you can't find anything in the sea of options (visually, I imagine we'll get maybe 6-10 armor types, plus colors. ain't nobody got time to spec for 1000 armor types. or even 100)

      On the other, we could have set values, and get a manageable 100-200 in total, and if the dev's didn't think of it, you are boned. -like, I'm sure there will be some buff to Damage Over Time, and some Buff to general mana cost reduction, but if the devs didn't consider your trappist mage-thief character, you will never see armor that does both at the same time.

      Personally, I like the options, assuming they are balanced properly, so I'm in favor of going to the former, over the latter, but what do you all think?

      One way to tame the sea is that the npc's sell basic pieces - the 6 to 10 visual armors, for example, and then all the effects are player-added using skills. simplifies the basic sale, and you only get an ocean in the auction house, which will, hopefully, be sortable.

      Alternatively, you can limit which buffs are on which piece of a set - armor can have health and mana buffs, weapons can have damage buffs, and [whatever other gear we get] can handle the effect buffs.

      One interesting aside - if buffs can be added by players through a skill, what the multiple levels of a skill might relate to is controlling the effective debuff - like - synthesizing a weapon with a bone shard makes it gain a warfare damage bonus, and 1 of 4 possible debuffs (because we have to maintain balance vs the basic stuff, per the dev's wishes), with each level of the skill letting you eliminate 1 of the possible debuffs - so, at level 3, you can effectively pick which debuff you get, while the lower levels have some rng, but a guaranty that the debuff you want the least won't be in the mix, without actually gating any particular buff, maintaining the desired goal of a newbie being within striking distance of a pro, stat-line wise.

      posted in Questions & Answers
      TheRippyOne
      TheRippyOne
    • 1
    • 2
    • 16
    • 17
    • 18
    • 19
    • 20
    • 20 / 20