Monument ShadowMUD

Rogue

[02-03 19:02][Rogue]Icewolfz: -}-> plus commands may have custom stuff as well <-{-
[02-03 19:03][Rogue]Icewolfz: -}-> ther are globla 'formuals' then per command stuff that cna override global defaults dependign on who coded and desired design <-{-
[02-03 19:03][Rogue]Malice nods.
[02-03 19:03][Rogue]Icewolfz: -}-> so ther is wiggle room <-{-
[02-03 19:03][Rogue]Icewolfz: -}-> but by the looks of it its probably dex, int, and charm <-{-
[02-03 19:03][Rogue]Malice: yea, I was curious on the Murder stuff specifically, as it's the only subclass with 100% combat abilities.
[02-03 19:03][Rogue]Icewolfz: -}-> in the weighted %s <-{-
[02-03 19:04][Rogue]Icewolfz: -}-> looks like it dos damge * weighted stat mod <-{-
[02-03 19:04][Rogue]Icewolfz: -}-> with some max based on command rank <-{-
[02-03 19:04][Rogue]Icewolfz: -}-> yeha its roghtl 100%, 85%, 75% <-{-
[02-03 19:04][Rogue]Icewolfz: -}-> up to max # for the command's rank <-{-
[02-03 19:04][Rogue]Malice: how much of a bastard would it be to code a stat reset room/item that would let you reassign all that stuff when you reach legend... for testing purposes?
[02-03 19:04][Rogue]Icewolfz: -}-> each commadn has max facots to prevent o much op <-{-
[02-03 19:05][Rogue]Icewolfz: -}-> prevents say a rank a hitting with the power of a legend <-{-
[02-03 19:05][Rogue]Icewolfz: -}-> for those that have insane stat #s <-{-
[02-03 19:05][Rogue]Icewolfz: -}-> ph i have stat reset rooms lready ;P <-{-
[02-03 19:05][Rogue]Malice: ah.. so I could potentially hit a damage cap before it even considers the 75% stat?
[02-03 19:05][Rogue]Icewolfz: -}-> the real question is would i do it ;P <-{-
[02-03 19:06][Rogue]Malice laauuuughs.
[02-03 19:06][Rogue]Malice: more worried about the insane amount of xp I have in them.
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