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  #1  
Old 12-16-2005, 04:08 AM
HurtinuDaily
Hill Giant
 
Join Date: Nov 2005
Posts: 145
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a non linear equasion that I ill also test, or someone else can if they want...

str = 15 + (level*1.5) + (level*level)/25

lvl 01 = 17
lvl 10 = 34
lvl 20 = 61
lvl 30 = 96
lvl 40 = 139
lvl 50 = 190
lvl 60 = 249
lvl 61+ = 252

code:
update npc_types set str=15+level*1.5+((level*level)/25);
update npc_types set agi=15+level*1.5+((level*level)/25);
update npc_types set dex=15+level*1.5+((level*level)/25);

update npc_types set str=252 where str > 252;
update npc_types set agi=252 where agi > 252;
update npc_types set dex=252 where dex > 252;
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  #2  
Old 12-19-2005, 03:26 AM
HurtinuDaily
Hill Giant
 
Join Date: Nov 2005
Posts: 145
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The first one worked good, but the raid mobs are still missing toomuch
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  #3  
Old 12-23-2005, 02:57 AM
sesmar
I built it I will Support it!
 
Join Date: Jun 2005
Location: Michigan
Posts: 214
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I personally like the nonlinear approach to the stats but the main thing that I do not like is how low it makes the characters stats below level 25 so I just added this to it.

Code:
update npc_types set str=15+level*1.5+((level*level)/25);
update npc_types set agi=15+level*1.5+((level*level)/25);
update npc_types set dex=15+level*1.5+((level*level)/25);

update npc_types set str=255 where str > 255;
update npc_types set agi=255 where agi > 255;
update npc_types set dex=255 where dex > 255;

update npc_types set str=75 where str < 75;
update npc_types set agi=75 where agi < 75;
update npc_types set dex=75 where dex < 75;
I will be doing more thorough testing on this during the next week to see how well it works out.
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  #4  
Old 12-23-2005, 11:26 AM
fathernitwit
Developer
 
Join Date: Jul 2004
Posts: 773
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I did a bunch of analysis on items to figure out what stats players can obtain (using the required level of items), and I came up with a few formulas.... somebody should test them out for me....
Stats:
0.0026*level*level*level - 0.1429*level*level + 2.9491*level + 75

Resists:
0.0026*level*level*level - 0.1399*level*level + 2.7868*level + 20


Also, note that the stat cap for players is as high as 365 at level 70 with AAs... so theres no reason to cap mobs at 255... I dont think the 400ish that comes out for stats at level 70 above is unreasonable... they are supposed to be hard, hehe.

some day I will put out my analysis data... every stat I looked at on weapons followed a very similar curve, and the 3rd order poly fit it quite well.
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  #5  
Old 12-23-2005, 12:46 PM
sesmar
I built it I will Support it!
 
Join Date: Jun 2005
Location: Michigan
Posts: 214
Default

I will give this a try, I was thinking the same thing on the 255 stats cap but I wanted to do a little more testing befroe deciding how high I wanted them to go. I will give this a shot and let you know how it works out for me.
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  #6  
Old 01-16-2006, 04:11 AM
HurtinuDaily
Hill Giant
 
Join Date: Nov 2005
Posts: 145
Default

I liked fathernitwits code after lvl 10 or so, at level 1 I could not kill a mob with an untwinked toon, I have now leveled my toons to 55 no twinking at all, no gm status using these stats and they are alot like eq live except instead of + 75 I used + 30

0.0026*level*level*level - 0.1429*level*level + 2.9491*level + 30

this way mobs are killable at lvl 1, although still tough.

Edit: Sorry for bumping an old thread but It takes a while to test.
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