Author Topic: Character Basics  (Read 10580 times)

The Master

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Character Basics
« on: February 22, 2013, 01:51:34 PM »

    Strength

    Raw physical strength. A high Strength is good for physical characters.
    • Base HP (50%)
    • Healing Rate (25%)
    • Str requirement for all weapons
    • Bleed resistance (20%)
    • Weapon drop resistance
    • Knockout resistance
    • Carry Weight
    • Melee damage
    Perception

    The ability to see, hear, taste and notice unusual things. A high perception is important for a sharpshooter.
    • Sight range
    • Hit chance penalty if Perception < 5 (only when shooting above weapon effective range)
    • Hit chance modifier for aimed shots
    • Eye cripple resistance
    • Disorient resistance
    Endurance

    Stamina and physical toughness. A character with a high endurance will survive where others may not.
    • Base HP (50%)
    • HP per level (100%)
    • Healing Rate (50%)
    • Knockout duration
    • Arm/leg cripple resistance
    • Bleed resistance (20%)
    Charisma

    A combination of appearance and charm. A high Charisma is important for characters that want to influence people with words.

    Not yet implemented

    [/list]Intelligence

    Knowledge, wisdom and the ability to think quickly. A high Intelligence is important for any character.
    • Skill points per level
    • Base Crit Chance (33%)
    Agility

    Coordination and the ability to move well. A high Agility is important for any active character.
    • Action Point regeneration
    • Healing Rate (25%)
    • Bleed resistance (10%)
    Luck

    Fate. Karma. An extremely high or low Luck will affect the character - somehow. Events and situations will be changed by how lucky (or unlucky) your character is.
    • Base Crit Chance (67%)
    • Crit chance bonus from aimed shots
    • Crit strength (offensive)
    • Critical resistance (chance to avoid a crit)
    • Armor bypass strength (defensive)
    • Bleed resistance (50%)

    Generally, most formulas for the the effects of Specials tats work in a way that the effect is very big between 1 and 2 and the effectiveness decreases for each additional point. The result is that a well balanced build will be more effective than a build that dumped some and maxed other stats.

    Skills:
    When making your character it is important to first get rid of the 2238 dogma of specialization = effectiveness. Refer to the blog for a general overview of how the skill system works.

    In AoP, it is encouraged to carry more than a single weapon. In fact, every player should carry at least 2 different guns in his two slots at all times.

    The guns, which will be explained in greater detail in a separate thread, are all quite distinctive with a lot of options and possible combinations. to make a great build. You Build is not defined by your Special but by your gear.

    The only implemented skills are
    Primary:
    Small Guns
    Big Guns
    Energy weapons
    Melee weapons (unarmed)*

    Secondary:
    First aid
    Doctor

    *For melee weapons, tag the skill unarmed which should be the 5th skill in the list. It incorporates all melee and unarmed weapons while the actual "unarmed" is not in effect yet.

    What you gain from raising a askill is 1). additional maximum range and 2). weapon perks. Since everyone will have a very good range with every weapon, noone is limited to a single weapon skill, let alone a single type of weapon. Dont pick your primary gun skill because you think it's going to be the strongest or because it was the strongest on other servers, but because you think you might enjoy playing with those guns.

    Since everyone who can read this thread has had his share of fonline pvp, we trust everyone not to dump LK, AG or EN to 1. We're not joking if we say that 5 5 5 5 5 5 5 is a viable build. Also, it doesnt matter if your stats are odd or even.
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