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Stats! in aqw

+3
Rohan
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Post by rydrew1 Mon Dec 15, 2008 4:30 am

Do you think they should bring out stats and stat trainers in aqw!

Tell me why you would or would not like it!
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Post by Kaotic Mon Dec 15, 2008 6:08 am

i wouldn't like it because it makes it harder to choose which category you want, then that is when staves and swords and stuff come in and, i like aqw the way it is, which is all weapons can do the same dmg and there mostly based on looks
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Post by Rohan Mon Dec 15, 2008 7:04 am

then u cant use some armor as well, leave the stats to the weps n equipable i say
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Post by Lord Zombie Mon Dec 15, 2008 8:18 am

Stats? sounds good but I wouldn't want them now atm at least not until the armors get fixed..having stats would help but when you have armors you can't use to their full potential...well that weakens the power of stats..
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Post by Beobane Mon Dec 15, 2008 1:22 pm

I think stats could be used if they base your stats off from the rank of your armor and your level , for each character class
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Post by Kaotic Mon Dec 15, 2008 4:02 pm

but if we have stats then melee armors and magic armors will be separated= u could have warlord and sorcerer but your magic is weak so there is no point of having that armor (which would make choosing armors with looks allot harder
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Post by Rage Mon Dec 15, 2008 4:08 pm

Character stats, for the moment, shouldn't even be considered. Personally, I'd like to see resistances and stats added for weaponry and magical attacks.

Let's face it. The most strategy we are currently offered is finding enough people to take on a monster. I'm fine with that for now, but I wouldn't mind seeing weapons, magics, and monsters gaining elemental attributes.
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Post by ferzo Fri Dec 19, 2008 11:50 am

i dont think we should have them it would get to confusin :D
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Post by Kaotic Fri Dec 19, 2008 12:12 pm

wayyyy to confusing, like how would it work anyway? Question
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Post by Rage Fri Dec 19, 2008 3:36 pm

*Sigh*

Obviously, the developers and programmers would use the same system from Adventure Quest and any other game dealing with elemental weaknesses.

Say you have a weapon that does 47-52 dmg.

47 is base damage, while you have 5 random damage. So, you'd set the Random Number Generator (RNG) to give you a number between 1 and 5 for the random damage.

The same could also be true for armors that give offensive advantages, such as the Berserker. However, it could also go by percentage. Only the developers and programmers know though.

The weapon is fire based, and it turns out that the monster is weak to fire. For argument's sake, it's 120% (same system as AQ).

So, the math would look something like this:

(47+(RNG 1,5)) * 1.2 = Damage study study study

RNG is the module in the program, and it uses the numbers 1 through 5 to determine the random damage. Also, this equation does not take into account any bonuses given from armors.

In conclusion, the only thing added for the game is the percentile for weaknesses and resistances. It's not a difficult fix or patch. However, it would require the monster data to support the extra data format in the combat system, which may prove difficult for the AE team, seeing as they have problems with their "spaghetti code". Twisted Evil

(AE probably doesn't have a "spaghetti code". I'm just mocking them in a friendly manner.) :P :P
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Post by Kaotic Sat Dec 20, 2008 2:08 am

um... wow? i couldnt even read all that :) (sorry i mad u type 4 soo long)
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Post by Rage Sat Dec 20, 2008 3:28 am

It's fine. I enjoy talking about programming, because that's the field I'm going into. So far, I'm pretty good with Basic, but next semester I'm learning C++. Yay!
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Post by Kaotic Sat Dec 20, 2008 4:31 am

wow you do like it, then... WTG rage cheers
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