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

Medes
Posts: 37

Re: Magician, Necro, Beastlord balance fun

Post#11 » Tue Oct 06, 2009 2:36 pm

I voted of course YES :D
Finally some pet love.

Well, personally i don't think its a good idea, that the increasement should be done based of the stats. Since once you are in SSRa, your pet is maxed and i think its an limited solution.

What about the following:

(Max.HP+Max.MP/2)/10'000= Base Increaser

I think that would be a fair idea. Caster have more mana than bsts, and on the other hand bsts more hp than casters. Think thats pretty balanced if we look at it this way.

So here are some examples: (all based on Magelo btw)

Medes (2.0 BST, PoFire/Sleeper/Tov geared)
HP: 14206
MP: 15846
->30052/2=15026/10000=1.5
That would give, that my pet would have an 150% increasement.

Aruun ( 1.5 MAG, Seb/SSRA/Kael geared)
HP: 6018
MP: 8853
->14871/2=7435.5/10k = 0.74
That would give an increasement of 74%.

I think, between a Kael Geared (group) toon and a raiding toon, there should be noticeable difference in improvement.

Just for the comparasion:

BST 70 Pet
---------------
HP: 6800
Hit: 83/116
RegenHP: 4
AC: 1750

into that:

HP: 10200
Hit: 125/170
Regen: 6
AC: 2625

If you could calculate the strength of a pet based on the toons hp/mana it wouldnt be limited like stat based.
Personally i think its a good idea to base it on "unlimited" variables, which increases with progression.

EDIT: On the other hand if i look at mage and necro pets, it would be a bit a harsh improvement, since compared to them, our BST Pet is pretty wimpy.
Medes
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TheBloodmoon
Posts: 391

Re: Magician, Necro, Beastlord balance fun

Post#12 » Wed Oct 07, 2009 5:32 pm

I must agree with Medes. The idea of scaling the pets to include a modifier based on the summoner's statistics which are easily capped mildly negates the usefulness of the idea. Using a set of statistics which can not be capped will open the doors to scale the pets better with their summoner, giving both group and raid geared toons the benefit throughout their life on THF. I imagine it's easier to code, too.

I'm all for this idea.
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Nocked
Posts: 30
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Re: Magician, Necro, Beastlord balance fun

Post#13 » Wed Oct 07, 2009 6:18 pm

Will this be on base stats or the stats at the time of summon? In effect can i get a ton of buffs and then summon a stronger pet ? either way it sounds like footwork for a much stronger system than the random pet stuff that was on live. Also would pet focus (not sure if there are any items here with it , as i've only been here a couple weeks) affect the pet on top of the stat effect?

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TheBloodmoon
Posts: 391

Re: Magician, Necro, Beastlord balance fun

Post#14 » Wed Oct 07, 2009 7:03 pm

I would imagine it would be based off base stats so buffs aren't calculated.
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ChaosSlayer
Posts: 1693

Re: Magician, Necro, Beastlord balance fun

Post#15 » Sat Nov 21, 2009 6:39 am

I want to ask if anything ever come out of this idea? was this put to works?

The pet power based on stats is a outstanding thing (which comes from WoW btw, kudos to Blizzard), and StormHaven has already implemented it few month back, and I am absolutely using it for my own server project in the future.
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Koeril
Posts: 1764
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Re: Magician, Necro, Beastlord balance fun

Post#16 » Sat Nov 21, 2009 8:29 am

I believe this fell into the wasteland void due to Secrets leaving the project.
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ChaosSlayer
Posts: 1693

Re: Magician, Necro, Beastlord balance fun

Post#17 » Sun Nov 22, 2009 9:23 am

well if you guys interested in reviving it, I want to put my 2 plat worth =)

From what I see since +stat items (the primary 7 stats) are so generous on THF, its very easy to max them out somewhere around mid 60s and then your pet scaling will effectively stop.

The only way around that, is to lower the stats, so people have room for their stats to grow. A simple but effective solution would be to cut all numbers on 7 primary stats by HALF.

Another important factor that pet should receive bonus from stats that are NOT primary to his master: so if you are necro/mage - your pet should benefit from stats like STR and DEX, but not INT. If you are BST, your pet will benefit from your INT and CHA =)

comments? =)
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Jeido
Posts: 1265

Re: Magician, Necro, Beastlord balance fun

Post#18 » Sun Nov 22, 2009 3:37 pm

The plan was to actually raise the stat cap rather than nerf all items just for pets. Nerfing items wouldnt make many people happy, afterall : p
Jeido, Founder of Evolution

ChaosSlayer
Posts: 1693

Re: Magician, Necro, Beastlord balance fun

Post#19 » Sun Nov 22, 2009 4:25 pm

well my 2 arguments would be:

-stats are meaningless - specially when +15 to all items drop from level 30+

-raising stat cap requires some tricky C+ coding which apparently only Secrets knew, AND the client would still show the default caps anyway (unless Secrets also knew a way how to pass updated op codes back to client)

On other hand, if we cut stats, we can implement pet scaling without all he fancy C+ knowledge =).
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Jeido
Posts: 1265

Re: Magician, Necro, Beastlord balance fun

Post#20 » Sun Nov 22, 2009 4:50 pm

ChaosSlayer wrote:well my 2 arguments would be:

-stats are meaningless - specially when +15 to all items drop from level 30+

-raising stat cap requires some tricky C+ coding which apparently only Secrets knew, AND the client would still show the default caps anyway (unless Secrets also knew a way how to pass updated op codes back to client)

On other hand, if we cut stats, we can implement pet scaling without all he fancy C+ knowledge =).


This will only partially fix the issue. Eventually, probably as early as tier 1 or tier 2 raids at the latest, current stats WILL be capped. this leaves 0 room for progression past the beginning of raid phases.

The most ideal route would be a mix of the two I guess. Make ~150ish stats the average for full guk geared players, 200 for seb, 250 for ssra, 300 for tov, 350 for ST, 400 for pofire, 450 for poair etc etc. This would only work if the stat cap could be raised to 600 or more though so there is still room for development in the later tiers. Still, it would be too much work for Tyler to edit every single item...is it possible to do a global % cut? If so, and if Tyler/Lillu want to go this route, then I would be more than happy to go through the tiers and see what percentage would bring us closer to the numbers I suggested.

About the coding though...don't doubt Striat. I'm sure he could do it, he's a great coder and I am really glad we have him. Striat>Secrets.
Jeido, Founder of Evolution

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