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Official M16: Stats and Mechanics

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  • mebengalsfan#9264 mebengalsfan Posts: 3,067Member Arc User
    adinosii said:


    There are quite a few things I like about Mod 16. I like the new campaign, and the fact that solo gameplay is no longer totally trivial - Now I am less bored than I used to be. I like the counterstats in principle (although I have some reservations about the implementation) and I can see how it is good for the long-term viability of the game.

    However, there is one thing I absolutely hate (the treatment of the primary abilities, STR/DEX/etc), and a few that I really dislike, most of which can be described as "dumbing down the game".

    Consider the boons. Previously people had to make choices - sometimes hard choices - do I pick this or do I pick that. In some cases this was really tough, when you had to make a choice between two good boons - in other cases it was just plain annoying when you had to make a choice between two bad ones - you felt you worked hard and got nothing in return.

    Still, there was complexity - it required thinking and understanding of how to build your character, and it allowed for variations.

    Now....what we have is this:

    The top two tiers allow some hard choices, but they are mostly dependent on class and role. The bottom 4 tiers should be pretty much the same for everyone. You skip the creature-specific boons at first and take everything else - no thinking required.

    Later you can add the Undead boons - they are valid in several areas and then maybe cultists or demons, but that's it everyone will be picking the same - there is really no room for individual variations.

    Quite frankly.....it's boring.

    It appears from all I have tested, read, and seen with mod 16 NWO has moved from engaging combat, dynamic character build choices, and group synergy with buff/debuff to a game where we have 3 boring roles from the early 90's when MMOs started: Tank, Healer, DPS. Than class builds are dumb down and builds are simply DPS, tank or healer with some variation in the DPS but still not much. Combat is now all about using your At-Wills while waiting for encounters to get off their long cool downs and getting those cool downs lower is nearly impossible as recovery has been removed from the game making combat boring.

    As someone who started this game when it was launched on PS4 I did my homework before I decided to play NWO. I picked it over ESO as the combat was more engaging, both games had tanks and healer but they were also buffers which is what I prefer to play.

    I picked NWO over ESO because combat was engaging but everything else was a bit similar. Character build choices, gear choices, the stories in NWO after EE are a bit lack luster but the lore is there and of course combat. Move forward 2.5 years and now ESO combat will be better. I picked NWO because of the combat. That is changing in mod 16 and will be slow and boring. Even ESO players feel ESO combat is clunky yet NWO mod 16 will makes ESO combat feels fluid; are you sure you want to keep the combat mechanics as is for mod 16 knowing this?

    As for the changes to buffing and debuffing; again other MMO games have these features in play. I always thought that toning them down was needed but not to what is being done in mod 16.

    The only things I really agree with for mod 16 are as followed: Classes being given extra roles (Clerics, Fighter, Barbarians, and Warlocks), companion only gear for companions, adjustment to bonding runestones, removal of normal enchantment on companions, new zone, level scaling in zones, IL changes to gear/enchantments, enchantment/insignia changes/increase, and new gear.

    The class mechanic changes that impact our ability to design our character and how it impacts combat should be reconsidered or modify a bit more.

    IMO, after about 2 weeks of having the test server out there you need to take a survey from your player base to see what overall your consumers/customers think of the changes. Just something to consider to ensure you get not only feedback. The last question I would ask is this; Will you quit the game if mod 16 is released? If that gets more than 20% Yes as a response, I would definitely reconsider mod 16.
  • cdnbisoncdnbison Posts: 766Member, NW M9 Playtest Arc User

    We really should have the ability to reroll attributes. It's odd to me that Wisdom which is a staple of Clerics in D&D does Incoming healing bonus and control resist but nothing for outgoing healing.

    Such a waste. Seems like there will only be 3 viable attributes for all classes with these changes.

    Likewise the Boons are very VERY uninspiring. It feels lazy to have 1/3 of them be damage to/from X class of creature. out of the 70 or so boon pts, all but 10 will be identical on almost every character. :(

    IMO feels very much like Skyforge 2.0...

    Each class should have a reason to put stats into their Primary and Secondary stats. As of right now, Clerics have no reason to put attribute points into STR or WIS. I don't imagine they are the only class suffering from this issue. New players - especially those without a grounding either MMOs or D&D - will likely assume that it makes sense to put points into a "Primary" or "Secondary" stat, when this is not the case for Clerics.

    Personally, I'd have liked to seen damage / healing matching to the Primary / Secondary stats of each class - WIS for a Cleric, INT for a Wizard, DEX for Rogues and Rangers (physical), STR for Fighters, Barbarians, and Paladins (physical), and WIS for Paladins and Rangers (magical). All those tie in to Primary and Secondary stats of each class, so it makes sense that their power increases as those stats increase (even if it is for less than it was). If I were to start with no prior knowledge, I could add attributes, and be assured that I was adding stats into an area that would increase either my effectiveness at dealing damage, taking damage, or healing. The current Cleric stats do none of that, and it really should be remedied.
  • auron#6793 auron Posts: 253Member Arc User
    edited March 5
    I really don't like the ability to roll our atributes being removed. the rolling of the doedecahedron dice is part of what gives this game a d"&d feel. just like rolling stats on the paper version.. taking that away makes it feel very much like the d&d based part of the game is gone. seriously reconsider this move please.
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  • theycallmetomutheycallmetomu Posts: 1,861Member, NW M9 Playtest Arc User
    Is there anyone that thinks the ability score changes were a good thing?

    Why did anyone think the ability score changes were a good thing? It's un D&D like, it doesn't improve gameplay in the slightest, it's one more thing that breaks ... just seems like a huge unforced error.
  • eoleeeolee Posts: 263Member Arc User
    edited March 6

    Is there anyone that thinks the ability score changes were a good thing?

    Why did anyone think the ability score changes were a good thing? It's un D&D like, it doesn't improve gameplay in the slightest, it's one more thing that breaks ... just seems like a huge unforced error.

    Im still wondering why a cleric who can be dps still has 18 wisdom which contributes to nothing into dps, its more incoming healing (i mean im going to be stupid here but if im playing Devout, is healing myself the priority here?) Maybe the tank or the melees should have more incoming healing? I dont know, im trying to make sense of the abilities preset rolls, i can't.
    . Im still wondering if a Barbarian can tank, why does he have less CON than a Paladin.
    If a Fighter can tank why does he have less CON than a Paladin. (You can revert it the other way ofc).

    Can a dev please explain those abilities scores? Or anyone for that matter. What is the logic behind those choices you developpers made?


    Post edited by eolee on
  • noworries#8859 noworries Posts: 479 Member, Cryptic Developer Cryptic Developer
    artifleur said:


    Your numbers for Critical Resist and Awareness seem a bit off.

    Unless NPC's don't have the base 5% crit chance and 10% CA damage (which would be good to know) the maxed stats are for level 80 :

    Critical Resist = 24,000 + 2,500 = 26,500
    Awareness = 24,000 + 5,000 = 29,000

    You are correct, I forgot to add that into those two stats. I'll update the post to help alleviate confusion.
  • nisckisnisckis Posts: 538Member, NW M9 Playtest Arc User


    For level 80 content the player would need:

    Combat Advantage = 69,000
    Defense = 64,000
    Deflect = 49,000
    Critical Strike = 46,500
    Armor Pen = 24,000
    Critical Resist = 24,000
    Awareness = 24,000
    Accuracy = 24,000

    Then of course there is whatever you put towards hit points and power.

    As @thefabricant said, and using my SW DPS as an example, there is no point in my equipment giving me neither defense nor deflect because as a DPS I'm not going to tank and overcoming those 24K stats from a level 80 enemy just to get 0% damage reduction and 0% deflect change.

    Right now on preview, I'm level 80 and I do have 15598 Defense and 10098 Deflect, so I would need:
    • 8402 (24000-15598) additional Defense to start getting any reduced damage.
    • 13902 (24000-10098) additional Deflect to start getting any deflect chance.
    So as a SW every single point of Defense and Deflect the equipment is giving me are just stats being lost because there is no way as a SW DPS that I'm going to get that many extra stat points.

    As a SW I would expect getting offensives (Power, Armor Pen, Critical Strike, Combat Advantage and Accuracy) and useful defensives (HP, Critical Resist and Awareness), but I would not expect getting points in stats that from the starting point it is known I'm not been able to stack appropriately unless that as a DPS I do stack those defensive stats instead of offensives stats and correct defensive stats.

    As a side note, I would event understand people not stacking Awareness because with due gameplay you should negate Combat Advantage just by positioning correctly.

    So please, take the time to make a new pass through the equipment for DPS and change Defense and Deflect to a mixture of HP, Critical Resist, Awareness and optionally more offensive stats.
  • thefabricantthefabricant Posts: 4,804Member, NW M9 Playtest Arc User
    Monsters have too low Critical Severity for Critical Resistance to be a useful statistic for tanks. I suggest raising their critical severity to 100-125%
  • hustin1hustin1 Posts: 2,860Member, NW M9 Playtest Arc User

    Monsters have too low Critical Severity for Critical Resistance to be a useful statistic for tanks. I suggest raising their critical severity to 100-125%

    No. Then those of us who aren't tanks wouldn't be able to do our dailies and weeklies, which are always done solo.
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  • nisckisnisckis Posts: 538Member, NW M9 Playtest Arc User
    hustin1 said:

    Monsters have too low Critical Severity for Critical Resistance to be a useful statistic for tanks. I suggest raising their critical severity to 100-125%

    No. Then those of us who aren't tanks wouldn't be able to do our dailies and weeklies, which are always done solo.
    It could be done for dungeons only, not for campaign zones.
  • theycallmetomutheycallmetomu Posts: 1,861Member, NW M9 Playtest Arc User
    hustin1 said:

    Monsters have too low Critical Severity for Critical Resistance to be a useful statistic for tanks. I suggest raising their critical severity to 100-125%

    No. Then those of us who aren't tanks wouldn't be able to do our dailies and weeklies, which are always done solo.
    I feel like a more sensible route would be to just make stat gains to Crit Resist > stat gains to defense, ilevel per ilevel.

    Like, if crit resist is less valuable defensively point per point, then if you're forced to decide between +500 defense and +Crit resist, then the crit resist amount should be >500.
  • greyjay1greyjay1 Posts: 152Member Arc User

    Monsters have too low Critical Severity for Critical Resistance to be a useful statistic for tanks. I suggest raising their critical severity to 100-125%

    Yes, that's a good idea, at least increase it to 75%, the base for players.
    At 25% you will not even notice the crit in most cases and a critical hit should make a noticable difference imo.
  • mikiliamikilia Posts: 1Member Arc User
    edited March 6
    At first, I was so excited about this new mod. but now I find the Cleric too easy to play. No skill or thought is really needed to and I personally feel this game had taken a back step for AC DC (sound like all classes and the method of playing) In my opinion my 5-year-old granddaughter could play the test server and I feel we have no choice but to become cookie cutter players. Hopefully, some changes come or they put this mod on the back burner and re-evaluate it. I'm not going to just stand there and throw a skill here and there BORING. How to fix this, I'm not sure except go to another game and that will very upsetting. tears. We are at a certain level of skill and game playing. I don't feel this mod will continue the evolution or a positive improvement to the MMORPG gaming community. Sorry, my opinion.
  • theycallmetomutheycallmetomu Posts: 1,861Member, NW M9 Playtest Arc User
    I'm of the opinion that either

    A.) "A stat point is a stat point" or
    B.) A stat point is 1/500 of 1%

    Is the problem.

    Like, if every 250 CA was +1%, or if sources of CA gave x2 CA as other stats, it'd be fine. But since 1% here isn't = to 1% there, one stat is virtually always going to be better point per point.
  • vorphiedvorphied Posts: 1,766Member Arc User
    mikilia said:

    At first I was so excited about this new mod. but now I find the Cleric too easy to play. No skill or thought is really needed to and I personally feel this game had taken a back step for AC DC (sound like all classes and the method of playing) In my opinion my 5 year old granddaughter could play the test sever and I feel we have no choice but to become cookie cutter players. Hopefully some changes come or they put this mod on the back burner and re evaluate it. I'm not going to just stand there and throw a skill here and there BORING. How to fix this, I'm not sure except go to another game and that will very upsetting. tears. We are at the a certain level of skill and game playing. I don't feel this mod will continue the evolution or a positive improvement to the mmropg gaming community. Sorry my opinion.

    I see some other players offering comments like this, but what specifically is the issue? How is M16 Cleric gameplay less complex than that of M15 AC DC, which is decidedly cookie-cutter if you are playing optimally? Seriously, you don't even have to care what you're attacking as long as you're hitting your powers in the appropriate sequence and casting AA constantly; you don't even need to really attempt to heal anyone and have no expectation at all of dealing meaningful damage.

    I don't ask these questions to be belligerent; I'm genuinely curious as to why players feel that meaningful choices have been taken away and/or that their classes have become dumbed-down. To use Cleric as an example again, almost all of the Cleric feats were terrible in M15, but many of them looked decent upon casual observation...like Initiate of the Faith and almost the entire Virtuous and Faithful trees.

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  • iimrmonkeyii#3625 iimrmonkeyii Posts: 131Member Arc User
    One more thing...

    In my opinion, there is just a little too much at-will spam in the game. I don't think that recovery (or 2 second cool-downs/daily spam) should return. However, I believe that encounter powers should be available a little more often. At the moment, some classes are going 8 full seconds of at-wills in each rotation. That is too much. Not a single class should be ever standing still using at-wills for more than 2-3 seconds at a time. I think everyone will agree with me there.
  • arazith07arazith07 Posts: 346Member, NW M9 Playtest Arc User
    vorphied said:



    I see some other players offering comments like this, but what specifically is the issue? How is M16 Cleric gameplay less complex than that of M15 AC DC, which is decidedly cookie-cutter if you are playing optimally? Seriously, you don't even have to care what you're attacking as long as you're hitting your powers in the appropriate sequence and casting AA constantly; you don't even need to really attempt to heal anyone and have no expectation at all of dealing meaningful damage.

    I don't ask these questions to be belligerent; I'm genuinely curious as to why players feel that meaningful choices have been taken away and/or that their classes have become dumbed-down. To use Cleric as an example again, almost all of the Cleric feats were terrible in M15, but many of them looked decent upon casual observation...like Initiate of the Faith and almost the entire Virtuous and Faithful trees.

    With Devout path specifically, there is too much down time where you are just spamming at-wills or channeling divinity in between encounter and daily use. Most ACDCs are used to CONSTANTLY either building divinity, casting encounters to buff, and making sure you generate enough AP to cast not one but two dailies. The change to healing primarily is not a huge issue to most clerics, it's the change from a fast pace to a snail's pace.

    The Arbitor path doesn't suffer from this as drastically and imo is a better healer than the Devout due to the Bastion of Health feat (I forget the name specifically).
  • vorphiedvorphied Posts: 1,766Member Arc User
    arazith07 said:

    vorphied said:



    I see some other players offering comments like this, but what specifically is the issue? How is M16 Cleric gameplay less complex than that of M15 AC DC, which is decidedly cookie-cutter if you are playing optimally? Seriously, you don't even have to care what you're attacking as long as you're hitting your powers in the appropriate sequence and casting AA constantly; you don't even need to really attempt to heal anyone and have no expectation at all of dealing meaningful damage.

    I don't ask these questions to be belligerent; I'm genuinely curious as to why players feel that meaningful choices have been taken away and/or that their classes have become dumbed-down. To use Cleric as an example again, almost all of the Cleric feats were terrible in M15, but many of them looked decent upon casual observation...like Initiate of the Faith and almost the entire Virtuous and Faithful trees.

    With Devout path specifically, there is too much down time where you are just spamming at-wills or channeling divinity in between encounter and daily use. Most ACDCs are used to CONSTANTLY either building divinity, casting encounters to buff, and making sure you generate enough AP to cast not one but two dailies. The change to healing primarily is not a huge issue to most clerics, it's the change from a fast pace to a snail's pace.

    The Arbitor path doesn't suffer from this as drastically and imo is a better healer than the Devout due to the Bastion of Health feat (I forget the name specifically).
    That's good feedback. I've seen a lot of DCs saying that the very slow rate of Divinity gain on Devout makes things feel slow, and my guess is that the devs might increase it a little. They still want healing to be a resource-management game that rewards efficiency, but I get that having fewer actions to do is inherently not as fun.

    As for the Arbiter healing bit, that's going to be yanked soon. asterdahl has mentioned that the Bastion-spamming thing was an unintended side-effect.
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  • hustin1hustin1 Posts: 2,860Member, NW M9 Playtest Arc User
    Now that I've run my SW all the way through the campaign and my HR halfway through (they have nearly identical IL), my honest opinion is that combat is completely bass-ackwards. Players are given a pea shooter while they wait for their summoned companion to do the real killing. It makes no sense whatsoever and simply isn't fun.
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  • silvergryphsilvergryph Posts: 735Member, NW M9 Playtest Arc User
    Some M16 Preview Stat Info

    M16 Preview Stat Effects
    STR: Stamina Regeneration, Physical Damage Boost
    CON: Max Hit Points, AP (appears to refer to AP Gain)
    DEX: Critical Severity, Movement Speed
    INT: Control Bonus, Magical Damage Boost
    WIS: Control Resist, Incoming Healing
    CHA: Companion Stat Bonus, Recharge Speed

    M16 Preview Stat Arrays
    Rogue: STR: 13, CON: 13, DEX: 18, INT: 8, WIS: 10, CHA: 12
    Cleric: STR: 10, CON: 10, DEX: 8, INT: 15, WIS: 18, CHA: 13
    Wizard: STR: 8, CON: 10, DEX: 12, INT: 18, WIS: 14, CHA: 12
    Ranger: STR: 16, CON: 12, DEX: 16, INT: 10, WIS: 8, CHA: 12
    Warlock: STR: 8, CON: 14, DEX: 12, INT: 16, WIS: 8, CHA: 16
    Paladin: STR: 12, CON: 18, DEX: 8, INT: 12, WIS: 14, CHA: 8
    Barbarian: STR: 18, CON: 14, DEX: 14, INT: 8, WIS: 10, CHA: 10
    Fighter: STR: 16, CON: 16, DEX: 14, INT: 8, WIS: 10, CHA: 10

    M16 Preview Racial Abilities
    Human:
    Versatile Defense:+250 all Offensive and Defensive Stats
    Ability Scores: +3 to any Ability Score

    Half-Orc:
    Furious Assault: +5% Critical Severity
    Swift Charge: +10% Run Speed for 3 seconds when you enter combat
    Ability Scores: +2 Dex, and either +2 Con or +2 Str

    Wood Elf:
    Elven Accuracy: +1500 Critical Strike
    Wild Step: 10% resistance to Slow effects
    Ability Scores: +2 Dex, and either +2 Int or +2 Wis

    Sun Elf:
    Inner Calm: +2% AP Gain
    Sun Elf Grace: +10% Control resistance
    Ability Scores: +2 Int, and either +2 Dex or +2 Cha

    Dwarf:
    Stand Your Ground: 20% resistance to Knock and Push
    Cast-Iron: +2000 Defense
    Ability Scores: +2 Con, and either +2 Str or +2 Wis

    Halfling:
    Nimble Reaction: +1500 Deflect
    Bold: +10% Control resistance
    Ability Scores: +2 Dex, and either +2 Cha or +2 Con

    Half-Elf:
    Dilettante: +1 to an ability score determined by your class
    BUG: Dilettante doesn't appear to be working.
    Knack for Success: +1% Critical Severity, +1% Gold Bonus
    Ability Score: +2 Con, and either +2 Cha or +2 Wis

    Tiefling:
    Bloodhunt: +5% damage to targets below half health
    Infernal Wrath: When you receive damage 10% chance to apply to attacker for 5 seconds. Reduces damage by 2.5%
    Ability Scores: +2 Cha, and either +2 Con or +2 Int

    Drow:
    Darkfire: 5% chance on attack, inflicts -2000 Defense for 4 seconds
    Trance: Increased Hit Point regen out of combat
    Ability Scores: +2 Dex, and either +2 Cha or +2 Wis

    Dragonborn:
    Draconic Heritage: +5% healing from all spells and abilities
    Dragonborn Fury: +1500 Critical Strike and +3% damage
    Ability Scores: +2 to any two stats

    Metallic Ancestry Dragonborn:
    Metallic Ancestry: +3% healing from all spells and abilities, +3% Max Hit Points
    Dragonborn Fury: +1500 Critical Strike and +3% damage
    Ability Scores: +2 to any two stats

    Moon Elf:
    Wanderlust: +2% AP Gain, +2% Stamina Gain
    Moon Elf Resilience: +10% Control resistance
    Ability Scores: +2 Int, and either +2 Dex or +2 Cha

    Menzoberranzan Renegade:
    Faerie Fire: 5% chance on attack, inflicts -1500 Defense and -2.5% Damage for 4 seconds
    Trance: Increased Hit Point regen out of combat
    Ability Scores: +2 Dex, and either +2 Cha or +2 Wis
  • theycallmetomutheycallmetomu Posts: 1,861Member, NW M9 Playtest Arc User


    Correct me if I am wrong, but that isn't the best way to "max out". I am not trying to be pessimistic here, I truly enjoy Mod 16 and am looking forward to it. I am going to ignore the defensive ratings as I am focused on "maxing out" a DPS character's potential here. Please help me understand if there is something I am missing.

    Min/maxing your character is not the same as maxing out the effectiveness of a stat.

    My post was in response to someone discussing maxing out the potential of each rating, those are the values to achieve that. That doesn't suggest how someone should build out their character to maximize the effectiveness for their play style.
    The weird thing about the new system is, a lot of stats need to be "minned out" or else 100% of the points in them are useless except in lower level zones. If enemies have 24k accuracy, then 100% of your deflection below 24k is useless.

    Now, you can't TOTALLY avoid "Wasting" points because of combined rating. But it's just sort of a weird dynamic in my mind. Like, I was figuring out how to optimize my build, and it looked like I wanted to just dump deflection entirely. Which isn't really any change from live I guess.
  • zimxero#8085 zimxero Posts: 314Member Arc User
    edited March 6
    Right now 100% critical severity + 100% combat advantage bonus + 100% base gives this combined pool a potential 300% damage factor.

    the critical component is only 100% of the 300%, representing a 50% increase. Since criticals have at least a 50% chance to fail altogether.. for Max stat DPS characters, critical strikes will only add a 25% damage boost. By comparison, 50% deflect or defense halves incoming damage (plus, it effectively doubles incoming healing since the healing is more valuable if it lasts longer). For this reason, critical damage is so weak in its present state that DPS will not pursue it without vorpal weapon enchantments.

    One solution is to give critical its own boosting pool, so it can truly raise damage by up to critical severity% on a critical hit. This will in turn, overpower combat advantage, which should then have its cap lowered to 50-80%.

    An easier alternative solution would be to set base critical severity at 100% for all players. This would give the critical enough oomph for players to pursue critical strike. Higher critical severity would also serve to limit the gains from combat advantage, and vise-versa, due to a combined pooling effect.
    Post edited by zimxero#8085 on
  • sundancewanderingwolfsundancewanderingwolf Posts: 56Member Arc User
    edited March 6
    I'm honestly kinda sad to report this bug because it's super powerful and hysterical....
    The Helmet Crown of the Undead... it doesn't stop once it's triggered. Observe in this video. It's supposed to last 3 seconds and have a cool down of 30 seconds. I wish I could say that it's sad that it doesn't ever stop once triggered but it awesome lol I will keep going until you log out then back in.
  • burnahbros#7516 burnahbros Posts: 2Member Arc User

    Some M16 Preview Stat Info

    M16 Preview Stat Effects
    STR: Stamina Regeneration, Physical Damage Boost
    CON: Max Hit Points, AP (appears to refer to AP Gain)
    DEX: Critical Severity, Movement Speed
    INT: Control Bonus, Magical Damage Boost
    WIS: Control Resist, Incoming Healing
    CHA: Companion Stat Bonus, Recharge Speed

    M16 Preview Stat Arrays
    Rogue: STR: 13, CON: 13, DEX: 18, INT: 8, WIS: 10, CHA: 12
    Cleric: STR: 10, CON: 10, DEX: 8, INT: 15, WIS: 18, CHA: 13
    Wizard: STR: 8, CON: 10, DEX: 12, INT: 18, WIS: 14, CHA: 12
    Ranger: STR: 16, CON: 12, DEX: 16, INT: 10, WIS: 8, CHA: 12
    Warlock: STR: 8, CON: 14, DEX: 12, INT: 16, WIS: 8, CHA: 16
    Paladin: STR: 12, CON: 18, DEX: 8, INT: 12, WIS: 14, CHA: 8
    Barbarian: STR: 18, CON: 14, DEX: 14, INT: 8, WIS: 10, CHA: 10
    Fighter: STR: 16, CON: 16, DEX: 14, INT: 8, WIS: 10, CHA: 10

    I love this game and have been defending all the changes up until seeing these rolls. This is unacceptable! Why are they forcing us into the worst possible rolls? Is the goal to make all of our characters totally suck?

  • mordekai#1901 mordekai Posts: 1,403Member Arc User
    artifleur said:



    Paladin: STR: 12, CON: 18, DEX: 8, INT: 12, WIS: 14, CHA: 8

    I'll invite everyone who ever played Dungeons and Dragons to look at that LAST number on the HAMSTER PALADIN...

    But that's OK... it helps me understand why Fireball isn't important to these guys...
    It's all about the spreadsheets.
  • barbie#2808 barbie Posts: 243Member Arc User
    edited March 6


    Correct me if I am wrong, but that isn't the best way to "max out". I am not trying to be pessimistic here, I truly enjoy Mod 16 and am looking forward to it. I am going to ignore the defensive ratings as I am focused on "maxing out" a DPS character's potential here. Please help me understand if there is something I am missing.

    Min/maxing your character is not the same as maxing out the effectiveness of a stat.

    My post was in response to someone discussing maxing out the potential of each rating, those are the values to achieve that. That doesn't suggest how someone should build out their character to maximize the effectiveness for their play style.
    Hello, i had my post burried in this thread and haven't been replied to, and another one that got deleted by the spam filter cause i edited too fast. Anyway i will take the opportunity to repeat it:

    These fundamental mechanics like Deflect, Combat Advantage, Critical, aswell as the counter parts of them, in some builds and within some players will not ever be seen in lvl 80 content. I think adding a high cap isn't bad, but the way that you guys want to implement this is for everyone to have the same high cap and 0% low cap, so let's add a compromise on this matter shall we.

    Why not use different high caps and add aswell low caps based on roles: TANK, DPS and Healer.

    Think of a Hexagonal Skill Graph and at each corner you have the Offensive stats, and also think of another Herxagonal Skill Graph for Defensive stats, now whenever you would choose to play one of the 3 roles: Tank, Healer or DPS, they will move towards the purpose of your Role.
    The point of a low cap is to not make some Mechanics worthless, even if some roles will benefit just a little bit out of it, but atleast they will. For example a low cap for TANKS on offensive stats can be something like
    5% combat advantage
    10% Critical Chance
    What would mean that if they want to stack above 5% combat advantage, all they have to do is stack Combat Advantage, like having 0 stats in combat advantage will do nothing for them, but gettin 2.500 combat advantage then they will get the 5%, what this means that the first 2.500 combat advantage can't be brought to 0% by the opposint stat Awarness of the Mob, so let's say that the TANK will have up to 18.000 combat advantage and the enemy has 24.000 Awarness, the TANK will not be brought down to 0%, but down to 5%, and this is how you can set up the low caps based on Roles. I think it's way better than making a overall 50% crit chance high cap and 50% Deflect chance high cap, and some roles will never benefit over the CORE MECHANICS of the game.

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