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GrenderG avatar GrenderG commented on May 27, 2024

Amazing research, as always. What do you suggest we should do with stats from level 2 to 25 (60)? Maybe we can extrapolate them somehow to the best of our guesses?

from alpha-core.

GizzleBizzle avatar GizzleBizzle commented on May 27, 2024

Attributes like Str, Agi, Sta, Int and Spi shouldn't change when lvling up (#1320).
Players can increase their attributes only by spending talent points, equipping gear or buffing themselves with spells.

Otherwise, a lvl 1 character should have the same base attributes as a lvl 25 or even 60 character. This means the whole character progression is blizzlike.

The only thing that should change between lvls is hp and mana, and we have the incorrect values from (presumably) 1.12.1.
I'm already researching this in my google doc and got about 20% done.

progression

Human mage starts at 68 hp and 100 mana. Gains 8 hp and 12 mana when reaching lvl 2. Gains another 8 hp and 12 mana when reaching lvl 3... etc etc.

With enough screenshots and theorycrafting I believe I can extract all blizzlike values for 0.5.5. Later lvls are a problem, though, since the higher the lvl, the more variables need to be taken into account.

For a lvl 25 character I would need to know:

  • how much hp/mana this character got from talents
  • how much stats he has from gear
  • some history from at least a few earlier screenshots from his lvling journey to make sense of it

Not many players screenshot their entire lvling journey, but we have some. I'll see how much I can progress with my research. If I can't make it myself, then we will think about some extrapolations / custom formulas.

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geo-tp avatar geo-tp commented on May 27, 2024

This could unbalance the game if this only applies to players, mobs stats increment with level atm, should we implement the same thing for creatures ?

Even doing this for creatures, since damage mostly comes from multipler that are those of 1.12, Isn't this going to unbalance the game ?

Somehow creature_classlevelstats and players_levelstats are probably related, if one is changed the other should be adjusted accordingly

from alpha-core.

geo-tp avatar geo-tp commented on May 27, 2024

To solve this problem, we could determine melee_dmg and ranged_dmg for each lvl and unit_class by trying to establish a damage table with the screenshots
This could probably be easy to determine using creatures that use a damage multiplier and variance by default

Also, as we see on this screenshot, creatures stats scale with lvl since Cairne have like 232 str, 112agi ...
CG6cgEyUYAAI27L

The stats calculation is very different from 1.12, this should be taken into account as well, atm creatures deals too much damage

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