Include Racial and Class Modifiers in 'Base' Stats

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Gliktch
Thalore
Posts: 146
Joined: Mon Sep 05, 2011 10:07 am

Include Racial and Class Modifiers in 'Base' Stats

#1 Post by Gliktch »

I think this would make that part of the character information more intuitive - I just spent like 15 mins trying to work out why my 'current' Magic was showing 8 instead of 10 when I wasn't wearing anything and didn't have any skills running which changed stats... :oops:

Otherwise, maybe show the Base (including racial/class modifiers), then (+xx) next to it so we can see how many hard points we've added to that stat (and keep 'current' just like it is now)?

What do people think... :)

lukep
Sher'Tul Godslayer
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Location: Canada

Re: Include Racial and Class Modifiers in 'Base' Stats

#2 Post by lukep »

That would remove the long term bonus from the stat, as it would hit the cap of 60 sooner (unless the max was something like 58-70, depending on race/class). I'm not really sure how (base + race + class + equipment + effects) should be displayed for stats.
Some of my tools for helping make talents:
Melee Talent Creator
Annotated Talent Code (incomplete)

Gliktch
Thalore
Posts: 146
Joined: Mon Sep 05, 2011 10:07 am

Re: Include Racial and Class Modifiers in 'Base' Stats

#3 Post by Gliktch »

That is a good point, I didn't think of it affecting caps.. But I guess depending on how that stuff is calculated, it could be revised to simply being able to add a max of 50 points to base..?

I thought I heard people in-game talking about having 90-100 on a stat though - I guess that must've been like +30-+40 from equips then?? O.o

lukep
Sher'Tul Godslayer
Posts: 1712
Joined: Mon Mar 14, 2011 10:32 am
Location: Canada

Re: Include Racial and Class Modifiers in 'Base' Stats

#4 Post by lukep »

Gliktch wrote:I thought I heard people in-game talking about having 90-100 on a stat though - I guess that must've been like +30-+40 from equips then?? O.o
Yup, it can happen, especially if you use a Heroism infusion for an extra +20 or so. By stacking (very good) equipment with a (also good) Heroism infusion I had a mindslayer get up to 180 or so Willpower for activating sustains. It was nice (especially Augmentation).
Some of my tools for helping make talents:
Melee Talent Creator
Annotated Talent Code (incomplete)

Frumple
Sher'Tul Godslayer
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Re: Include Racial and Class Modifiers in 'Base' Stats

#5 Post by Frumple »

It depends on the class, but ones with scaling stat boosters can get some pretty incredible stuff -- I've broke 200 on magic with temporal wardens, ferex.

Even without that, breaking 150 in a single stat isn't that difficult in the late game, at all. You can pretty easily get +29 or so just from jewelry, once you get moon amulets (Two +10 stat boosting greater ego rings -- gladiator, etc -- diamond+ruby amulet). Another easy +17 or so from dual-weapons (more, for mindslayers), and then add +5 for diamond imbued armor. That's already over 50, before you start considering stat boosts from kit and heroism infusion. This is all without any silly randarts getting involved, just greater ego'd stuff.

Gliktch
Thalore
Posts: 146
Joined: Mon Sep 05, 2011 10:07 am

Re: Include Racial and Class Modifiers in 'Base' Stats

#6 Post by Gliktch »

Okay, so as a test case, if we have a Dwarven Archmage (hey, some little guy wants to get zappy, don't be judgin! :P), currently if he has added 20 points to his Magic stat and has +15 from equips, his stats will be displayed (in the level-up screen) as:

Code: Select all

Base..........Value
30............43
Whereas with my idea, it may be shown as:

Code: Select all

Base..........Value
28(+20).......43(+15)
Which shows Base value including racial and class modifiers (e.g, the stats the character began with), with any additions to Base in brackets (20 hard points), then Current value, and Current additions in brackets. I agree that this may appear a bit more cluttered than it needs to be, so perhaps it could be implemented as a mouseover? Even if the part about changing what "Base" represents is a bit too game-changing to consider, how about still implementing a mouseover that shows what value is added by equips? More information (when players go looking for it) is usually a good thing, I think I will post separately just about information mouseovers since I'm getting other ideas that may be more suitable for consideration ;)

Edit: and in my above example, it's still easy to see when you've hit the max hard points allowed since it will show (+50) on Base.

marvalis
Uruivellas
Posts: 683
Joined: Sun Sep 05, 2010 5:11 am

Re: Include Racial and Class Modifiers in 'Base' Stats

#7 Post by marvalis »

Mousover tooltip when you hover over your stats:

Code: Select all

    Total Birth Level Equip Effects
con 52    12    20     15    5
dex 18    10    2      6     0
...

Gliktch
Thalore
Posts: 146
Joined: Mon Sep 05, 2011 10:07 am

Re: Include Racial and Class Modifiers in 'Base' Stats

#8 Post by Gliktch »

marvalis wrote:Mousover tooltip when you hover over your stats:

Code: Select all

    Total Birth Level Equip Effects
con 52    12    20     15    5
dex 18    10    2      6     0
...
Hehe... I just posted this a short while ago marvalis: http://forums.te4.org/viewtopic.php?f=3 ... 83&start=0

Great minds and all that! ;)

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