Latest topics
» Mod Conference Room is Feeling Weak
by Onion Supreme Today at 3:43 pm

» The Elder Scrolls!
by Cial Today at 9:20 am

» Flesh and Bone
by CC Today at 9:00 am

» Pokemon!
by Onion Supreme Yesterday at 11:01 pm

» Pictures
by Onion Supreme Yesterday at 10:58 pm

» D-D-D-DUBSTEP
by DigDog Yesterday at 10:28 pm

» I've returned...Kinda
by DigDog Yesterday at 8:17 pm

» Swing of Memories [And the Cial/Winnie wedding]
by DigDog Yesterday at 8:14 pm

» [DRAWN][PS]Nemo's Neo Gallery
by Nemo Yesterday at 7:57 pm

Top posting users this week
DigDog
 
Onion Supreme
 
Tim Hortans
 
Leb
 
Cial
 
CC
 
Peregrine
 
Rage
 
Nemo
 
Winnie
 

Rank Requests

Sun Jan 10, 2010 10:23 am by V

With all the rank requests recently, I thought I'd make a central thread where they could all be requested.

Costs of ranks:
Custom Rank 7,500 Points
Colored/Bolded Rank 15,000 Points
Add an image to …


Comments: 395

Chat Initiative-- APPROVED BY ERIK

Sun Apr 08, 2012 10:04 am by CC

HOLY CRAP I CAN POST NEWS. CAN'T LET YOU DO THAT, STAR FOX

Ohmygod.

AHEM, we have a problem that's been festering for a while now. About eight months or so, I'd say.

The chat is barren. More …

Comments: 11

Log in

I forgot my password

Who is online?
In total there are 6 users online :: 1 Registered, 0 Hidden and 5 Guests :: 1 Bot

Onion Supreme

[ View the whole list ]


Most users ever online was 212 on Tue Jan 11, 2011 5:47 pm
Search
 
 

Display results as :
 


Rechercher Advanced Search

Stats! in aqw

View previous topic View next topic Go down

Stats! in aqw

Post by rydrew1 on 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!

rydrew1
Sailor
Sailor

Number of posts: 531
User Points: 11972
Age: 111
Location: uh.

View user profile

Back to top Go down

Re: Stats! in aqw

Post by Kaotic on 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

Kaotic
Your Local Leprechaun!

Zard:
Number of posts: 2091
User Points: 32123
Age: 16
Location: Australia.

View user profile http://www.blog.spoongraphics.co.uk/

Back to top Go down

Re: Stats! in aqw

Post by Rohan on 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

Rohan
New Member

Number of posts: 34
User Points: 1293
Age: 17
Location: Somewhere VERY UN-FOOL PROOF DONT LOOK BEHIND YOU =D

View user profile

Back to top Go down

Re: Stats! in aqw

Post by Lord Zombie on 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..

Lord Zombie
Zombified and Confused

Number of posts: 235
User Points: -98800
Location: Hiding corpses in the doghouse

View user profile http://www.estiah.com/user/register/index/id/40220

Back to top Go down

Stats

Post by Beobane on 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

Beobane
New Member

Number of posts: 38
User Points: 1265
Location: Wi.

View user profile

Back to top Go down

Re: Stats! in aqw

Post by Kaotic on 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

Kaotic
Your Local Leprechaun!

Zard:
Number of posts: 2091
User Points: 32123
Age: 16
Location: Australia.

View user profile http://www.blog.spoongraphics.co.uk/

Back to top Go down

Re: Stats! in aqw

Post by Rage on 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.

Rage
I've covered wars, you know

Zard: Thoru's Zard
Number of posts: 2034
User Points: 209775
Age: 22
Location: Deklein

View user profile http://www.zimpfer.net

Back to top Go down

Re: Stats! in aqw

Post by ferzo on Fri Dec 19, 2008 11:50 am

i dont think we should have them it would get to confusin :D

ferzo
New Member

Number of posts: 31
User Points: 1248

View user profile

Back to top Go down

Re: Stats! in aqw

Post by Kaotic on Fri Dec 19, 2008 12:12 pm

wayyyy to confusing, like how would it work anyway? Question

Kaotic
Your Local Leprechaun!

Zard:
Number of posts: 2091
User Points: 32123
Age: 16
Location: Australia.

View user profile http://www.blog.spoongraphics.co.uk/

Back to top Go down

Re: Stats! in aqw

Post by Rage on 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

Rage
I've covered wars, you know

Zard: Thoru's Zard
Number of posts: 2034
User Points: 209775
Age: 22
Location: Deklein

View user profile http://www.zimpfer.net

Back to top Go down

Re: Stats! in aqw

Post by Kaotic on Sat Dec 20, 2008 2:08 am

um... wow? i couldnt even read all that :) (sorry i mad u type 4 soo long)

Kaotic
Your Local Leprechaun!

Zard:
Number of posts: 2091
User Points: 32123
Age: 16
Location: Australia.

View user profile http://www.blog.spoongraphics.co.uk/

Back to top Go down

Re: Stats! in aqw

Post by Rage on 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!

Rage
I've covered wars, you know

Zard: Thoru's Zard
Number of posts: 2034
User Points: 209775
Age: 22
Location: Deklein

View user profile http://www.zimpfer.net

Back to top Go down

Re: Stats! in aqw

Post by Kaotic on Sat Dec 20, 2008 4:31 am

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

Kaotic
Your Local Leprechaun!

Zard:
Number of posts: 2091
User Points: 32123
Age: 16
Location: Australia.

View user profile http://www.blog.spoongraphics.co.uk/

Back to top Go down

View previous topic View next topic Back to top

- Similar topics

Permissions in this forum:
You cannot reply to topics in this forum