Starting Stats
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intodesi
- Posts: 87
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- Location: Reno, NV
Starting Stats
starting stats isnt in the database sql tables?
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- ZexisStryfe
- Posts: 1026
- Joined: Thu Jul 26, 2007 6:39 am
- EQ2Emu Server: Sytherian Legends
- Location: Connecticut
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nope but if you want to add them you can find them on http://eq2.wikia.com
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LethalEncounter
- Team: Zombie
- Posts: 2717
- Joined: Wed Jul 25, 2007 10:10 pm
Yup, if you compiled a list of the starting stats for each race/class I'll add it to the emu. We also need a list of the starting skills (defense, safe_fall, etc), starting items, and starting spells if someone is interested in compiling a list of all of them. Just the names of the items/spells/skills will suffice.
Thanks!
Thanks!
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intodesi
- Posts: 87
- Joined: Wed Feb 06, 2008 8:17 am
- Location: Reno, NV
Ok.. feel free to tell me im an idiot.. but would my database table for start stats per race.. kinda look like this
Code: Select all
-- phpMyAdmin SQL Dump
-- version 2.10.3deb1ubuntu0.1
-- http://www.phpmyadmin.net
--
-- Host: localhost
-- Generation Time: Feb 13, 2008 at 06:37 PM
-- Server version: 5.0.45
-- PHP Version: 5.2.3-1ubuntu6
SET SQL_MODE="NO_AUTO_VALUE_ON_ZERO";
--
-- Database: `eq2root`
--
-- --------------------------------------------------------
--
-- Table structure for table `character_races`
--
CREATE TABLE IF NOT EXISTS `character_races` (
`Race` set('Barbarian') NOT NULL,
`Alignment` text NOT NULL,
`Strength` tinyint(3) NOT NULL,
`Agility` tinyint(3) NOT NULL,
`Stamina` tinyint(3) NOT NULL,
`Inteligence` tinyint(3) NOT NULL,
`Wisdom` tinyint(3) NOT NULL,
`Starting_Town_Qeynos` text NOT NULL,
`Starting_Town_Freeport` text NOT NULL,
KEY `Race` (`Race`)
) ENGINE=MyISAM DEFAULT CHARSET=latin1;
--
-- Dumping data for table `character_races`
--
INSERT INTO `character_races` (`Race`, `Alignment`, `Strength`, `Agility`, `Stamina`, `Inteligence`, `Wisdom`, `Starting_Town_Qeynos`, `Starting_Town_Freeport`) VALUES
('Barbarian', 'Neutral', 25, 20, 25, 12, 18, 'Graystone', 'Scale Yard');
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intodesi
- Posts: 87
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- Location: Reno, NV
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LethalEncounter
- Team: Zombie
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intodesi
- Posts: 87
- Joined: Wed Feb 06, 2008 8:17 am
- Location: Reno, NV
Also, this maybe something that could get hardcoded?
Damage Mitigation and Resistance
Maximum mitigation/resistance numbers for current level has been increased from [ Level * 80 ] to [ Level * 150 ]
Damage mitigated now has diminishing returns, with the break-even point set at 4000 for level 70 players
Stat Caps
All stat cap maximums have been increased from [ 7 * Level + 20 ] to [ 15 * level + 20 ]
Stat benefits are now on a diminishing returns curve
The maximum benefit that each stat provides, including power pool size, has been increased
Classes that use multiple stats for power pools have had their maximum power possible increase by up to +25% if they are high enough in both stats. This is to offset the difficulty of having to increase multiple stats
Avoidance Skill
Skill caps have increased from [ 1 * Level ] to [ 1.5 * Level ]
Base Parry chance has been lowered from 10% to 5%
Base Deflection chance has lowered from 30% to 25%
Increases to avoidance skills now have diminishing returns similar to the changes made for mitigation/resistance. Players experience more gains in avoidance when further away from the cap, and less gains as they reach closer to the cap
Casting Skill
Skill caps have increased from [ 1 * Level ] to [ 1.5 * Level ]
Uses a diminishing returns curve similar to avoidance skills
Actual hostile spell resistance modification has increased from -10% to -20% at maximum
Beneficial spells that use casting skill, mostly affecting ministration, have their power costs reduced with increased skill
Fizzle nevermore! The entire Fizzle mechanic has been removed
Focus Skill
Skill caps have increased from [ 1 * Level ] to [ 1.5 * Level ]
Focus has a maximum 20% instead of 10% to prevent damage interrupts
Focus Skill also mitigates the chance of spell based Interrupts, Stifle, and Stun Effects from interrupting a spell that is already casting
Attack Skill
Skill caps have increased from [ 1 * Level ] to [ 1.5 * Level ]
from eq2 forums
Damage Mitigation and Resistance
Maximum mitigation/resistance numbers for current level has been increased from [ Level * 80 ] to [ Level * 150 ]
Damage mitigated now has diminishing returns, with the break-even point set at 4000 for level 70 players
Stat Caps
All stat cap maximums have been increased from [ 7 * Level + 20 ] to [ 15 * level + 20 ]
Stat benefits are now on a diminishing returns curve
The maximum benefit that each stat provides, including power pool size, has been increased
Classes that use multiple stats for power pools have had their maximum power possible increase by up to +25% if they are high enough in both stats. This is to offset the difficulty of having to increase multiple stats
Avoidance Skill
Skill caps have increased from [ 1 * Level ] to [ 1.5 * Level ]
Base Parry chance has been lowered from 10% to 5%
Base Deflection chance has lowered from 30% to 25%
Increases to avoidance skills now have diminishing returns similar to the changes made for mitigation/resistance. Players experience more gains in avoidance when further away from the cap, and less gains as they reach closer to the cap
Casting Skill
Skill caps have increased from [ 1 * Level ] to [ 1.5 * Level ]
Uses a diminishing returns curve similar to avoidance skills
Actual hostile spell resistance modification has increased from -10% to -20% at maximum
Beneficial spells that use casting skill, mostly affecting ministration, have their power costs reduced with increased skill
Fizzle nevermore! The entire Fizzle mechanic has been removed
Focus Skill
Skill caps have increased from [ 1 * Level ] to [ 1.5 * Level ]
Focus has a maximum 20% instead of 10% to prevent damage interrupts
Focus Skill also mitigates the chance of spell based Interrupts, Stifle, and Stun Effects from interrupting a spell that is already casting
Attack Skill
Skill caps have increased from [ 1 * Level ] to [ 1.5 * Level ]
from eq2 forums
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intodesi
- Posts: 87
- Joined: Wed Feb 06, 2008 8:17 am
- Location: Reno, NV
While researchin Racial starting stats, Im learning, racial base stats do not matter on live servers. Maybe thats something the emulator can do differently? or leave as is? I did learn that the total status pool for a starting toon regardless of race/class is = to 100.
So maybe making starting starts random, keeping all stats under 30 with the total being 100(not sure if that would be possible), and then taking the equation
and using that for level advances for the max?
and then do the same for resists except starting resists are almost null, i know wisdom is a how base resists are calculated,
but looking qt this from my 75 sk it doesnt look like base stats change to much.
This image is armor and self buffs racials etc

this images is no armor no buffs, but has racial mods

this image is a noob sk no armor or buffs or racials

from my 75sk unarmored un buffed minus 42 int, 25 sta, and 11 wis, 20 str, 56 agi,
so his base stats at 75 as a dark elf are
33 int, 28 str, 25 agi, 24 sta, 27 wisdom
and a level one dark elf sk's base is
26 int, 13 str, 23 agi, 15 sta, 23 wisdom
and i may be missing some more mods but i really dont think base stats change from level one to level 80
and i dont beleive resists change all the much either.
so i think if we could either do the random stats for starting toons that equal up to 100, and give no resists to start, basing resists off of wisdom(which does give a pretty good increase) and then the rest on recials and equipment, i beleive we would have the stat system down pat.
But hey what do i know
So maybe making starting starts random, keeping all stats under 30 with the total being 100(not sure if that would be possible), and then taking the equation
Code: Select all
15 * level + 20
and then do the same for resists except starting resists are almost null, i know wisdom is a how base resists are calculated,
but looking qt this from my 75 sk it doesnt look like base stats change to much.
This image is armor and self buffs racials etc

this images is no armor no buffs, but has racial mods

this image is a noob sk no armor or buffs or racials

from my 75sk unarmored un buffed minus 42 int, 25 sta, and 11 wis, 20 str, 56 agi,
so his base stats at 75 as a dark elf are
33 int, 28 str, 25 agi, 24 sta, 27 wisdom
and a level one dark elf sk's base is
26 int, 13 str, 23 agi, 15 sta, 23 wisdom
and i may be missing some more mods but i really dont think base stats change from level one to level 80
and i dont beleive resists change all the much either.
so i think if we could either do the random stats for starting toons that equal up to 100, and give no resists to start, basing resists off of wisdom(which does give a pretty good increase) and then the rest on recials and equipment, i beleive we would have the stat system down pat.
But hey what do i know
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intodesi
- Posts: 87
- Joined: Wed Feb 06, 2008 8:17 am
- Location: Reno, NV
http://eq2.stratics.com/content/guides/ ... schart.php
That is a listing of all race start stats besides the new eof and rok races.
As far as starting spells and spell line progression I can get that posted in a few days.
That is a listing of all race start stats besides the new eof and rok races.
As far as starting spells and spell line progression I can get that posted in a few days.
The IRS, its not an agency, its a service. They do it because they love us.
- ZexisStryfe
- Posts: 1026
- Joined: Thu Jul 26, 2007 6:39 am
- EQ2Emu Server: Sytherian Legends
- Location: Connecticut
- Contact:
Racial stats do matter, its just the further you get into the game the matter less. Is that initial 25 point going to matter when you have 650 str? Not so much, but at lvl 10 it will sure matter when you only have 35 str (vs 10 without the racial mod).
The discrepency you see between base starting stats and your "base" stats at 75 are because as you lvl, you get racial traditions, some of which add to certain stats (Dark elves get one that raises INT by 5 for instance). Also, every ten levels or so you get to raise 1 stat by 4 or 5. Also (again!) the first AA in each of the subclass lines raises your base stats as well (ie- Perceptor's stamina for summoners)
The discrepency you see between base starting stats and your "base" stats at 75 are because as you lvl, you get racial traditions, some of which add to certain stats (Dark elves get one that raises INT by 5 for instance). Also, every ten levels or so you get to raise 1 stat by 4 or 5. Also (again!) the first AA in each of the subclass lines raises your base stats as well (ie- Perceptor's stamina for summoners)
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intodesi
- Posts: 87
- Joined: Wed Feb 06, 2008 8:17 am
- Location: Reno, NV
I know this, as I pointed out, but as long as the starting toons stats all equal 100 at level one i dont see a problem, as long as the spread is even'ishZexisStryfe wrote:Racial stats do matter, its just the further you get into the game the matter less. Is that initial 25 point going to matter when you have 650 str? Not so much, but at lvl 10 it will sure matter when you only have 35 str (vs 10 without the racial mod).
The discrepency you see between base starting stats and your "base" stats at 75 are because as you lvl, you get racial traditions, some of which add to certain stats (Dark elves get one that raises INT by 5 for instance). Also, every ten levels or so you get to raise 1 stat by 4 or 5. Also (again!) the first AA in each of the subclass lines raises your base stats as well (ie- Perceptor's stamina for summoners)
And I also pointed out racials.. I should have said racial/class traits but figured people would get my point.
I think aslong as we rip the base stats from Live, or make all new toons base stats a random number, all 6 stats equal to 100. Or whatever, I am almost down getting all the base stats (int, str.. etc..) into a table, I dont know what to do about resists, since their starting numbers vary so much, but are so low, to really do anything with (yeah at level 1 then maybe helpfull) but from trial and error resists in the level ranges of 1-10 are wourthless since you spend maybe a whole 20 minutes in that teir
non the less, as long as a base stat is defined and then the stat increases from then on get determined upon racials/armor/class traits, then all should be well.
Which brings me to a new problem.. figuring out all the racial traits for every class/race for Lethal
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- Arremis
- Retired
- Posts: 388
- Joined: Sun Sep 02, 2007 10:11 am
- Location: Memphis, TN
Here's a pre-Arasai list of racial traits:
http://www.eq2daily.com/eq2wiki/Traditions
Here's another excellent resource...
Traits, Talents, and Training: http://www.eq2arcanum.com/static/TraitsTalents.php
Racial Traditions: http://www.eq2arcanum.com/static/RacialTraditions.php
Starting Stats: http://www.eq2arcanum.com/static/StartingStats.php
Classes: http://www.eq2arcanum.com/static/Classes.php
Hope this helps
http://www.eq2daily.com/eq2wiki/Traditions
Here's another excellent resource...
Traits, Talents, and Training: http://www.eq2arcanum.com/static/TraitsTalents.php
Racial Traditions: http://www.eq2arcanum.com/static/RacialTraditions.php
Starting Stats: http://www.eq2arcanum.com/static/StartingStats.php
Classes: http://www.eq2arcanum.com/static/Classes.php
Hope this helps
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