Racial Considerations - An Open-Forum Discussion
Posted 15 February 2014 - 08:54 AM
Gezus: I feel like you didn't read the very first post in this thread. And the all caps text that accompanied some of it.
Posted 15 February 2014 - 07:31 PM
Posted 15 February 2014 - 07:39 PM
One of the core flaws of Evil races is that typically they're forced into Barbarian and Shaman since Sahuagin is hardly a viable race and the only viable witch path includes Paladin. Druid is no longer as broken as it was for turtling 5+ years ago so it should be re-considered for more races as a highly defensive cleric class vs. the offensive Priest and Shaman.
Fighter: Barbarian, Cavalier, Paladin.
Mage: Wizard, Monk, Psionic.
Cleric: Shaman, Druid, Witch.
Thief: Rogue, Knave.
Racial Affects: 1ar per 80 levels. Fire resistance/Cold vulnerability. Slash type h2h. Poison and Acid breaths. Partial bash resistance (10%). Sense Life. Possesses tail.
Racial Ability: Deal 10% more damage during daytime in sectors that allow natural light. When fire damage occurs in a room other than weapon damage they'll gain their racial despite the time of day or light access for one round.
Fighter: Cavalier, Barbarian, Valkyrie.
Mage: Ranger, Psionic, Wizard, Monk.
Cleric: Druid, Priest.
Thief: Rogue, Bard, Knave.
Racial Affects: Racial levitation through Wings. 1 ar per 80 levels. Partial bash resistance (10%). Resistance to Lightning. Ability to breathe Fire, Frost and Lightning. Slash h2h damage due to claws.
Racial Ability: Greatly increased damage to kick with a default attack zone of Torso, dealing Slash damage because of their Talons. 30 Weapon Skill power to weapons that deal slash damage and weigh under .5 stones.
Posted 15 February 2014 - 08:00 PM
Thaen, for humor purposes, what was each of their luck? How many casts was this figure factored over? Honestly, it sounds more like conjuncture than anything as a multitude of factors affect spells fumbling.
I guess since you don't log into the game anymore, Floyd, I'll humor you. Drow and Human have 1 point of difference between their luck and mobiles don't seem to actually have stats, so I can't tell you the luck of the targets cast upon and why the tests were conducted with casting on myself.
But from what I gather luck checks one way currently, if you have higher luck you have a bonus, if you don't then there's no bonus.
So the Drow with 20 luck and 25 sanity that had 72 successful casts with c 'slow' self out of 100.
The human with 21 luck and 21 sanity on the other hand had 45 successful c 'slow' self out of 100.
The tests were both conducted with half waxing/gibbous waning moons in the same room in the wilds.
This of course only matters to a degree since once you get slow up to 100% even with low sanity it wont fail very often.
Posted 15 February 2014 - 09:59 PM
Gezus, I never said sanity was not important. Only that if wisdom and knowledge were adjusted to be much more important
The best bet is to whine, cry, petition, bemoan and otherwise beg the staff to make wisdom, knowledge and sanity much more critical in spellcasting.
Everyone knows, beyond(in no order) drow, dracon, minotaur, gnome and now (to an extent) sahuagin are all overly built in respects to other races.
As Thaen pointed out it is vital to success or failure in spell casting. Also, sp regen happens to be one of the most important thing in playing mm in any capacity. Here is the list of stats I care about.
personality but only because I am a knave.
Posted 17 February 2014 - 10:41 PM