That's if you're speccing into str. Otherwise you'd end up with something like 290-ish realistically.Veela max size got ~350 Stam. So that's 30 stam difference, and not 100.
That's if you're speccing into str. Otherwise you'd end up with something like 290-ish realistically.Veela max size got ~350 Stam. So that's 30 stam difference, and not 100.
A human sarducaan mage with min size, max con, and min str got 295 stamina.Might be talking about mages. Mages have around 300 stam
True. I have heard this often so i'll until I try it because I can really say. I was planning on making a shevra if I played Alv as I prefer them lore wise, but wanted to test speed at the max end first.Sounds good, doesn't work unfortunately. (At least for Shevra / Shevra)
If someone sticks to you - there's little can be done to be honest in the plain field.
Even if you break out, you do have 100+ less stamina than average human, meaning you will not get away on the straight or zigzag line ever.
Difference in speed is neglegable in this case, and I don't think 6 extra speed will do it. I should try out Veela / Veela first to make assumptions though.
Well, you're not PvP-ing mages only, right? More like a zerg of footfighters / archers constantly. So yeah. Its ~290 vs ~380.A human sarducaan mage with min size, max con, and min str got 295 stamina.
Veela with min size, max con, and min str got 304 stamina.
So in that case veela got even more stam than the human build.
I still can't see where humans got 100 more stam than alvarins.
Not as a mage though.If you play Veela or Sheevra you should have around 350 stam
Which clade buff gives them so much stamina? Never plaid Thursar recently.Thursars have like 90+ stam compared to other races due to clade buff.
So you're comparing alavarin mage vs human foot fighter?Well, you're not PvP-ing mages only, right? More like a zerg of footfighters / archers constantly. So yeah. Its ~290 vs ~380.
Yeah this is valid. I'm not sure how to feel about mages, its not my preferred playstyle. A few things to consider with them. A, they have sweet f all gear to lose compared to what they do. B, they have range and the abilit to heal in large numbers and damage in large numbers. C, they can now block with a parry built weapon or utility.Well, you're not PvP-ing mages only, right? More like a zerg of footfighters / archers constantly. So yeah. Its ~290 vs ~380.
Not as a mage though.
Alvarin has worse clade gifts than human. And is pretty much a worst version of every other mage. That's the point.So you're comparing alavarin mage vs human foot fighter?
Got it... But then I don't see how it's different between an alvarin mage and a human mage.
Basically you could as well compare foot fighter vs mage and not make it into some kind of race discussion thing.
I'd love to have something like this. Like a proper mage related weapons / gear and getting rid of reagents / clunky mechanics.I would like to see gear added, like maybe mages could be bad ass, the most bad ass even but you got to go get some enchanted crap that lets you have more stam. Given how they have set pages up in this game I think they should lean towards making them powerful but you have to invest in some serious travel and dungeons to make them filled with cool items or rare materials to do rare magic or something.
This pains me to say because I don't think people have actually worked this out. Actually been meaning to make a post about it because I have strong feelings towards it haha.Which clade buff gives them so much stamina? Never plaid Thursar recently.
They have AMAZING clade gifts imo. Fall damange and jump hight with weapon are both massive! Critial speed boost is a very nice gift to have as well! If you want to play with bows and be a tamer or hunter their gifts are great, and alchemy is a great craft and very lucrative. Humans also have some damn good clade gifts. I'd say all around they have done a good job with the clade giftsAlvarin has worse clade gifts than human. And is pretty much a worst version of every other mage. That's the point.
But since its a beta, we might see some buffs eventually (that's why I still haven't rerolled yet).
I'd love to have something like this. Like a proper mage related weapons / gear and getting rid of reagents / clunky mechanics.
But I doubt it will ever happen so yeah.
This pains me to say because I don't think people have actually worked this out. Actually been meaning to make a post about it because I have strong feelings towards it haha.
So Thursars have Indefatigable - Reduced stamina drain when swinging melee weapons. This works like a second faint on paper but actually it reduces stam for ALL stam useage, that includes running. So what you actually get is roughly 90ish more stam then any other race, which I will admit is quite a decent advantage.
Considering that Thursars are only warriors and many of their clades gifts are a trade off or very conditional like having to deal damage to get any benefit, as well as non combat disadvantages id argue they should retain the stammina buff, I'm not sure if 90 is fair or not however, I think they need to relate it to Alv's speed and find a healthy balance.
I think they already said what they're referring to a few times.So basically you calculated the 90 stamina out of the stamina reduction of that clade gift? So the Thursar has let's say 360 stamina, but get's 25% reduction, so you add this up and you say he has 450?
Is that clade gift active or passive? Mortal data does not have it yet, right? It's the one which says on mortal data thursar_skill_endurance?
Different topic. I replied to the statement about the thursar clade gift.I think they already said what they're referring to a few times.
a 290ish stam mage vs a 370ish fighter give or take 20 stam for exaggeration.
If you play Veela or Sheevra you should have around 350 stam, humans have about 375 on avg, and oghs and thurs can achive 380. The difference is Thursars have like 90+ stam compared to other races due to clade buff.
The way we tested it was I am a Thur,Khur with 426 speed, and my guildy was half Sud half Khur with 425 speed. I have 379/380stam he has like 375 or 365 stam something like that. We ran in a straight line and at the point he ran out I still had about 90 stam more. I then did this with veelas, pure tind, and other khur mixes and always end up with about that much more stam, I have also out ran Oghs in combat and seem to see them stam when I still have 40/50 stam left so conclution is that yeah, Thurs get much more stam.So basically you calculated the 90 stamina out of the stamina reduction of that clade gift? So the Thursar has let's say 360 stamina, but get's 25% reduction, so you add this up and you say he has 450?
Is that clade gift active or passive? Mortal data does not have it yet, right? It's the one which says on mortal data thursar_skill_endurance?
That makes thursars actually pretty interesting. So far I was always considering Thursars as the worse humans.The way we tested it was I am a Thur,Khur with 426 speed, and my guildy was half Sud half Khur with 425 speed. I have 379/380stam he has like 375 or 365 stam something like that. We ran in a straight line and at the point he ran out I still had about 90 stam more. I then did this with veelas, pure tind, and other khur mixes and always end up with about that much more stam, I have also out ran Oghs in combat and seem to see them stam when I still have 40/50 stam left so conclution is that yeah, Thurs get much more stam.
Oh I should mention all our skills are the same and maxed and all that so the only diffence is clade and gifts.
My thoughts exactly. I don't think it's intentional because the gift reads like a second faint and specifically says weapon swings. Even if it wasn't intentional I really hope keep it and change the wording of the clade gift. I am open to the idea of the effective stam being reduced but I feel this makes Thursars what they're intended to be, which is dominate meele fighters. I mean they can't heal as well, don't get as much defense as Ogs, have disadvantages or no buffs in anything non combat related, and depending on what they do with mounts and rider size and weight might not be strong MC/MA due to having to have stronger but slower mounts. If you take away their extra stam they're kinda eh compared to ogh's and warrior human builds, or even hybrid builds.That makes thursars actually pretty interesting. So far I was always considering Thursars as the worse humans.
Now the big question is: Is this intended or a bug?
The new int scaling is not good. It is quite clearly a literal linear straight line from 0-100%, a massive difference from what the entire game has been balanced around for the last 10 years. It would have been better if they instead made a slightly flattened curve so there is a few "points" deviation from 50 to 100 (or somewhere around there) so you dont do almost, quite literally, half damage/healing on 50 int vs 100 int.What do you mean “fucks over hybrids”? In your sight 50 int should make the same profit like 100? Is this a joke?
New int curve is like it should be in the beginning. This is normal. And thanks devs, they finally fix old stupid system.
a massive difference from what the entire game has been balanced around for the last 10 years.
It could be 3011 and be called MO5 rebooted, the issue would have been the same. Doing retarded balancing changes is not fine just because it's a "new" title. They did their balancing around that system, to just throw it right out the window and go through the same loop of balancing we have already been through is outright stupid.Im sorry, but we are in 2021 and this is no MO1. I think its clear, but just in case you didn´t notice.
Doing retarded balancing changes is not fine just because it's a "new" title.
Are you autistic or something? Why is it so infinitely important to have exact linear scaling on int? As has been stated several times now: There isn't enough attribute points to get enough intelligence for decent heals/dmg, aswell as keeping the attributes you have now. Something will have to give, and you will have to settle for either poor dmg/healing, poor stamina or speed, or poor mana/regen. Only one not affected is fatmages, because they could already max out their int and psyche, aswell as stationed themselves on a mount so no need for dex or con for speed or stamina.Retarded balancing is playing with 50 int but wanting 120+ int results.