Magician, Necro, Beastlord balance fun

Explanations please - no flames

Poll: Is this a good idea? (Pet Scaling)

Poll ended at Mon Oct 12, 2009 11:07 am

Yes!
9
100%
No!
0
No votes
Total votes: 9

Secrets
Posts: 129

Magician, Necro, Beastlord balance fun

Post#1 » Mon Oct 05, 2009 11:07 am

So, i've been messing around on my local test server, and i've thought of this: scaling for pets based on stats.

To put it short, we may balance pets based on statistics. You can get more WIS, INT, or CHA to get Pet AC, Health, or Damage respectively. This also means pets would scale to level. I tested this system briefly and it works great.

This system is in no way complete, and I do not have numbers to plug in for you. Something important to note is that pets will only be 15-25% more effective than they are now at max stats, and this will not in any way be a pet nerf, if anything it will be a pet buff, or your pets will not change at all.

Another thing to note only Necro, Beastlord, and Magician pets will scale. Possibly enchanters, but that is yet to be determined.

Overall, I think this will be good for the server's long-term health, as you will have a way to progress if you are a mage, necro, or beastlrd. What do you all think? Is this a good idea, or should I scrap it? Please vote in the poll or give constructive feedback in this thread!

Lola
Posts: 491

Re: Magician, Necro, Beastlord balance fun

Post#2 » Mon Oct 05, 2009 11:35 am

Hi Secrets,

Atm I do not play neither necro/mage & BST but I do play
Druid (DC),
Enchanter (DC & ToV Legs)
Wizard (ST Arms with Pet summon clicky).

I like the idea having class pet having different Pet AC, Health, or Damage respectively based on the summoner statistics. I think THF should go ahead with customization and this is a great thing.

Hope this will be applied also on controlled pet & summoned one by items.

Koeril
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Re: Magician, Necro, Beastlord balance fun

Post#3 » Mon Oct 05, 2009 1:03 pm

How will this affect pets once a cap is reached? Those classes will likely cap those stats at about tier 1.5 or earlier. However, if these pets increased their own stats based on how much your Int/Wis/whatever is over the cap, this would simplify pet balancing as you go through the raid tiers.

For example, lets assume Jerant was a mage instead of a cleric and we'll change the example accordingly. He is fairly well equipped and busting out 700 int with the gear and augs he has at tier 3.5 gear. My confusion is this, since he stats are capped at ... 350 I think, and they have been at the 305-350 cap since his early ToV days, would his mage pet now be exactly the same AC/Health/Dmg wise as it has been for the past 2 tiers?

I think this is a great idea, but I'm not understanding how it works with stat caps I guess.
Formerly known as:
Jerant the Loremaster - Cleric
Hans Poisondirk - Rogue
<Evolution>

Gydile
Posts: 31

Re: Magician, Necro, Beastlord balance fun

Post#4 » Mon Oct 05, 2009 1:40 pm

Seeing as how INT is the primary stat for mages/necros, they cap when you finish sebilis level gear :P But a 15-20% boost to pets for those classes would be great!

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Tyler
Posts: 4365

Re: Magician, Necro, Beastlord balance fun

Post#5 » Mon Oct 05, 2009 1:45 pm

Generally - if you outgrow seb and ssra gear , all your pets will be maxed from this feature.

I guess we need to find a way to raise stat caps and make use of it for it to scale properly for highend raiders.

Then again, not everything should be designed around high end raiders.
Item Change -> Reload needed
Spell Change -> Reload AND new Spellfile needed

Koeril
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Re: Magician, Necro, Beastlord balance fun

Post#6 » Mon Oct 05, 2009 2:26 pm

Tyler wrote:Then again, not everything should be designed around high end raiders.


Oh, of course not, not saying it should be. However, the same could be said about not neglecting them. Even those non-raiders who cap stats out after Sebilis might want to do some Chardok/Kael/Ssra sometimes and I'm sure that if they get upgrades there, they'd appreciate a continued progression of pet strength rather than having the same strength pet you had in Sebilis.
Formerly known as:
Jerant the Loremaster - Cleric
Hans Poisondirk - Rogue
<Evolution>

Secrets
Posts: 129

Re: Magician, Necro, Beastlord balance fun

Post#7 » Mon Oct 05, 2009 3:55 pm

I can definately remove the stat caps.

They will be capping currently if this is implemented. If you have 350 stats, then it will only scale up to stat 350. When that cap is removed, you get a higher bonus. Until that cap is removed, you do not get a bonus. The issue is, if I remove caps now, it'll likely throw things out of balance in progression.

On the contrary... we'll be able to scale existing content with some testing to if the stat caps were removed. I really don't see us adding more stats to items other than HP/Mana/AC/END if the stat caps are not removed. There is simply no way to balance armor presently with a stat cap. So it's up to you.

Koeril
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Re: Magician, Necro, Beastlord balance fun

Post#8 » Mon Oct 05, 2009 7:06 pm

I meant sorta like an invisible cap removal where the only thing affected is the way the pet spell (or whatever it is) reads your stats so that the pet responds to the uncapped stats, but progression remains intact.

Just throwing that out there :)
Formerly known as:
Jerant the Loremaster - Cleric
Hans Poisondirk - Rogue
<Evolution>

sarcon
Posts: 257

Re: Magician, Necro, Beastlord balance fun

Post#9 » Mon Oct 05, 2009 7:14 pm

i voted yes so long as it doesnt effect charmed or DCed pets.

also a side note, maybe have different stat boost from stats determined by the class (IE necro leans more towards atk, magicians more towards AC/resists and bst more towards hp)
just to spice things up a little.
Sarcon -Evolution Officer-

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Topsy
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Re: Magician, Necro, Beastlord balance fun

Post#10 » Mon Oct 05, 2009 7:26 pm

I also voted yes, that is if it doesn't effect charmed / DC pets.

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