Attributes and stat maxes?
Attributes and stat maxes?
I noticed that speed maxes out with a bonus of something like +262. Do life, strike and damage have maxes too? i'm considering a new character and wondering if I should bother with an Urgoth if he hits max damage or life too easily.
- eliasgames
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I've gone pretty high on damage but can't get anywhere close to the speed modifier since, unlike speed, there aren't any items with huge damage modifiers. I have several +damage heraldries but those don't make a difference right now. Even if they did, it would be hard to get a damage modifier as high as speed. So unless str maxes out much lower, I'd guess that it's safe to dump as many points into strength as you want without having to worry about wasting points on a maxed damage modifier.
- golden_efreeti
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- magic screen
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- Mordekai83
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- Joined: Sat Sep 10, 2005 10:43 am
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Strength and dual light weapons
I haven't noticed strength having any effect on damage at all. Right now I'm at +15 damage and it sure doesn't seem like I'm doing that much extra. Only time I get hits that do over 20 damage is with the advanced combos. I just finished the argalia quest and I'm using the elven sword of speed + gold wazikashi (I think). Dual-light samurai, lvl 11.
Something else I noticed, with your dual weapons, whatever you have in the second slot ignores whatever penalty you might have on it as well as magical effects. Example: That wazikashi still carries a -2 penalty for me, but nothing shows up. I also had a dagger of winter in my 2nd slot which is lvl 3 magic weaponry, and it didn't cause any magic damage, was treated exactly like it was a plain ole dagger.
I haven't noticed strength having any effect on damage at all. Right now I'm at +15 damage and it sure doesn't seem like I'm doing that much extra. Only time I get hits that do over 20 damage is with the advanced combos. I just finished the argalia quest and I'm using the elven sword of speed + gold wazikashi (I think). Dual-light samurai, lvl 11.
Something else I noticed, with your dual weapons, whatever you have in the second slot ignores whatever penalty you might have on it as well as magical effects. Example: That wazikashi still carries a -2 penalty for me, but nothing shows up. I also had a dagger of winter in my 2nd slot which is lvl 3 magic weaponry, and it didn't cause any magic damage, was treated exactly like it was a plain ole dagger.
- Mordekai83
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- Joined: Sat Sep 10, 2005 10:43 am
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Ah, makes much more sense now. Thanks
Also, do stats/skills determine what can and can't be used for the off-hand weapon? Say, if I boost my strength or dual weapons higher, will I be able to use more weapons in my other hand, or is it only certain weapons are coded to be used for dual wielding?
Mordekai
Also, do stats/skills determine what can and can't be used for the off-hand weapon? Say, if I boost my strength or dual weapons higher, will I be able to use more weapons in my other hand, or is it only certain weapons are coded to be used for dual wielding?
Mordekai
- Planet_Guardian
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Lv70, Urgoth, Fighter/Adapt/Samurai/Paladin/Crusader with Strength of 135, with Warrior Herald, with Noble Herald, with Avenger Herald, with +X% damage equipment...I get +170% extra damage...and it adds up big while dual wielding. I suppose I would get a crap load of damage if I had better equipment for him. Totemic Club (7-17base damage) and Winter dagger (3-6base damage)...so, Totemic Club at +170% extra damage does 19-45 and Winter dagger with +170% extra damage does 8-16. The "Master Herald" when activated doubles those damages.
Lv 80, Female Human, Fighter/Adapt/Valkyrie/Imperial/Warlord with Strength of 110, with Noble Herald, with Guardian Herald, with +X% damage equipment...I get +155% extra damage making my Winged-Destroyer Heavy Polearm do 18-80 damage...and when "The Master Herald" kicks in I do anywhere around 30's-120's in damage. Pretty sweet. It's too bad that polearms aren't more powerful in damage to supplement their slow attack motions. It's hard to calculate the actual damage when "Master Herald" kicks in as the "Nether Strike" on the "Winged Destroyer" adds a magic bonus...and i don't think "The Master Herald" doubles magic damage. It's also hard to know when "Master Herald" kicks in for damage lower than 80. But, it shows BIG, when I score some big hits 80-130 damage.
Urgoth's are easy to raise the Strength stat, but, you've got to use the Hex editor to get his butt up that tower at Lake Lohr...and the level of your Urgoth gets screwed up with that Hex editor.
Speed maxes out at +262, but with the heraldies you can get it up to +302.
Agility is also one of the easiest attribute stats to raise...so even if speed is maxed...its still better to raise agility for Parry bonus. And with the Dexterity bug, meaning strike going over 100 and being set to 0 makes it all the worth while to keep raising Agility.
Once you get around a 100 Vitality, you really don't need to raise it anymore. Also having the Rejuvenating Renewel Elven Ring gives you 30.00 health rejevenating speed (whatever that means)...so that you gain back lots of health without worrying about chugging/quaffing potions or using spells. Having high Parry and high Armor values pretty much makes it stupid to raise your Vitality beyond 100...but, if you want you can raise it higher and higher.
Intelligence actually does increase the magic spell's maximum damage from what I've observed (ie:When Celestial Magic skill is at 3, Lightning damage's minimum damage stays at 1 and maximum damage goes to around 4-7 with an intelligence of 35...but, with an Intelligence of 70 the maxium damage goes to 8-14. Intelligence also increases the magic spell regeneration rates. I know it really doesn't say this anywhere like in the manual or in the game itself...but, this is what I've experienced from my observations.
Honor, I've found out just blows. Don't raise it, cept for a for a few times in the beginning of the game (up to around 20) to get bonus honors from doing quests...and let those honors from quests raise honor up to the requirement for class requirements. As I like to keep things real...and if you raise the Honor stat and the Bargain skill it just takes the game out of balance being able to sell things for a higher price than you buy things for. It's just not right in my book. What kind of shopkeeper stays in business being a house of charity to its patrons/buyers? Eh, whatever.
Dexterity is stupidly bugged...as I hate using high-based Dexterity characters...as there is no point. So that is why I like picking Urgoths and Zaurs for my melee characters. For magic users it doesn't matter to me much. For RangerLords, it kind of sucks as Strength is pointless...so you would like to either pick a Thrall, an Elf, or a Wylvan...but, thier bonus to dexterity is useless when you really can't raise thier dexterity above 88 so as not incur going over 100. Maybe, someday soon, Heuristic Park will fix this problem...but, if they don't, I guess we were suckers to believe them. *sigh*
-Planet_Guardian
Lv 80, Female Human, Fighter/Adapt/Valkyrie/Imperial/Warlord with Strength of 110, with Noble Herald, with Guardian Herald, with +X% damage equipment...I get +155% extra damage making my Winged-Destroyer Heavy Polearm do 18-80 damage...and when "The Master Herald" kicks in I do anywhere around 30's-120's in damage. Pretty sweet. It's too bad that polearms aren't more powerful in damage to supplement their slow attack motions. It's hard to calculate the actual damage when "Master Herald" kicks in as the "Nether Strike" on the "Winged Destroyer" adds a magic bonus...and i don't think "The Master Herald" doubles magic damage. It's also hard to know when "Master Herald" kicks in for damage lower than 80. But, it shows BIG, when I score some big hits 80-130 damage.
Urgoth's are easy to raise the Strength stat, but, you've got to use the Hex editor to get his butt up that tower at Lake Lohr...and the level of your Urgoth gets screwed up with that Hex editor.
Speed maxes out at +262, but with the heraldies you can get it up to +302.
Agility is also one of the easiest attribute stats to raise...so even if speed is maxed...its still better to raise agility for Parry bonus. And with the Dexterity bug, meaning strike going over 100 and being set to 0 makes it all the worth while to keep raising Agility.
Once you get around a 100 Vitality, you really don't need to raise it anymore. Also having the Rejuvenating Renewel Elven Ring gives you 30.00 health rejevenating speed (whatever that means)...so that you gain back lots of health without worrying about chugging/quaffing potions or using spells. Having high Parry and high Armor values pretty much makes it stupid to raise your Vitality beyond 100...but, if you want you can raise it higher and higher.
Intelligence actually does increase the magic spell's maximum damage from what I've observed (ie:When Celestial Magic skill is at 3, Lightning damage's minimum damage stays at 1 and maximum damage goes to around 4-7 with an intelligence of 35...but, with an Intelligence of 70 the maxium damage goes to 8-14. Intelligence also increases the magic spell regeneration rates. I know it really doesn't say this anywhere like in the manual or in the game itself...but, this is what I've experienced from my observations.
Honor, I've found out just blows. Don't raise it, cept for a for a few times in the beginning of the game (up to around 20) to get bonus honors from doing quests...and let those honors from quests raise honor up to the requirement for class requirements. As I like to keep things real...and if you raise the Honor stat and the Bargain skill it just takes the game out of balance being able to sell things for a higher price than you buy things for. It's just not right in my book. What kind of shopkeeper stays in business being a house of charity to its patrons/buyers? Eh, whatever.
Dexterity is stupidly bugged...as I hate using high-based Dexterity characters...as there is no point. So that is why I like picking Urgoths and Zaurs for my melee characters. For magic users it doesn't matter to me much. For RangerLords, it kind of sucks as Strength is pointless...so you would like to either pick a Thrall, an Elf, or a Wylvan...but, thier bonus to dexterity is useless when you really can't raise thier dexterity above 88 so as not incur going over 100. Maybe, someday soon, Heuristic Park will fix this problem...but, if they don't, I guess we were suckers to believe them. *sigh*
-Planet_Guardian