Wednesday, August 11, 2010

Lads Here

My overdue post on fallads necessarily follows my posts on healers (dajas), as they share the same fundamentals.  In fact, many years ago they were nearly identical classes.  These days, they are similar but distinct classes, with the following major differences concerning fallads:

  1. Fallad's version of holy analgesic is a 4-second lag prevention, rather than a 2-second lag spammable.
  2. 1-2 more attacks than dajas (depending on training).
  3. An option to use spiritual attacks.
  4. No invis/cloak sight.
  5. Holy Hammer.
  6. Fewer healing/defensive spells (rain, nova, palladium, prayer of mental restoration, unearthly rapture).
Therefore, while the attribute analysis remains largely the same, the emphasis is shifted slightly when making gear choices.  A fallad has the option of using using holy analgesic and lightning in the same round, allowing them to heal and dish damage at the same time.  Naturally, the healing output is suffers from this setup; a fallad can output perhaps 60% of the healing of a similarly situated daja.  Additionally, a daja can glean additional healing output from time-walk lag reduction, whereas a fallad's healing is unaffected by time-walking.

High constitutions levels will reduce holy hammer prevention times to ~10 seconds, and decrease proportional downtime on useful abilities such as creed of the gods volition, so constitution becomes more useful than time-walking (although the two may certainly be combined).  A fallad's personal offense is proportionally more important than a daja's (when considering the output provided by their pet).  Therefore, offensive bonuses such as hit/dam are more important when selecting a race for a fallad.

Thursday, July 1, 2010

Daja Races Breakdown

Logical racial choices for the Daja class are presented here.  As usual, mention any other races you want considered in the comments.


Onillin Ti:
With very strong attributes including high wisdom and willpower, with high dexterity and speed with two 100% winged slash racials to boost the daja's physical attacks to acceptable levels, onillin ti is another obvious race.  22% difficult to hit isn't terrible, although the % isn't high enough to actually make a daja "difficult to hit".  But those aren't the reasons that onillin is a standout race:  The very high % time-walking and 15% time-bending are.

Dajas are the only class with a spammable, powerful heal.  Field aid and compelled rejuvenation have nothing on dajain holy analgesic.  A 20% reduction in lag results in a direct 25% increase in healing output and lightning output.  When combined with a subclass such as dajain healer, the healing output potential of this race is amazing.

Sun Kedoeji:
For the most part, sun kedoeji is a "light" version of onillin ti.  While some of the benefits offered by this race are useful (18 quick, 60 agility, 5 more NR, 12 hit, 48% 1/2 NR, 24% mental resistance), the attributes offered are much weaker.  The racial attacks are stronger as well, since 100% radiating sunbeam is bound to be very powerful on any wisdom-stacking character.  However, the dip in willpower/wisdom/speed/dex and loss of time-bend and some time-walking make sun kedoeji not quite as flashy.  It is, however, a more well-rounded choice.


Silver Elf:  An obvious choice for any healing class, silver elf comes with 28% augmented healing, which translates to 28% more healing output.  9% free movement will help protect against impairments, one of the primary sources of frustration for a daja in pk.  When combined with 11% lateral deterrence (the only race recommended that has lateral deterrence), and high quickness/agility, and decently powerful racial attacks, silver elf is a decent choice for dajas.  It's not particularly flashy, but it gets the job done.  The only caveat is that the augmenting healing provided by the race does not overlap with the augmented healing available to the Dajain Healer subclass, which is disappointing to say the least.

Storm Wielder:
This race offers decent wisdom, some willpower, high NR and damage and even a little bit of massive size, although massive size is less valuable to a daja or fallad than another class, since blessing of the meek's ability is flatly superior to massive size.  The main draw of this race is the 50% lightning dominance, which translates into +50% lightning output.  Combined with the damage (and extra damage from str), this is not a bad running race for a daja.  The added 66% !dodge can be a nice advantage as well, although the defenses of this race are not strong.

Svirfneblin:
This race, along with frost dragon, is an obvious choice for newer dajas.  High int/wis (along with good willpower, solid racials and some quickness), and "doesn't run out of mana" are very strong reasons to choose this race.  The counterattack racial is also a welcome addition to the strategy of "let them beat themselves to death on my face".

Thursday, June 24, 2010

Medic!

Let's take a look at the Healer class.  We'll call this class Daja, since there are multiple classes with healing capabilities, and "healer" is so generic of a term as to invite confusion.  Dajas are the class with the highest healing output potential, both in terms of burst and long-term healing, although certain Fallad subclass preventions can rival Dajas abilities in raw healing.  (Fallads will be our next class.)  Over the long term, and certainly without the use of very long preventions, dajas have the greatest amount of raw healing.

In addition to their healing, dajas have several key defensive and utility-style abilities/buffs, and are a pet class, with one powerful same-stat pet (angel) and one very special pet, the gesko (willed protector before major remort).  They rely heavily on their pets for offense, with their only offensive spells being lightning and mini-lightning (static charge).  Let's take a look at the attributes:

Strength: 0 (ostensibly a part of lightning damage, but largely considered irrelevant)
Dexterity: 0
Agility: 0
Speed: 0
Intellect: psychic shock, white flames damage, casting damage, regale, sixth, buffs if cast, pet if cast, certain prevents
Wisdom: same as intellect plus all heals, ascension, meek, the shielding prayer, light shield
Constitution: moderate degree of reliance on preventions
Willpower: evasion, bestow vision, some spells in conjunction with int/wis

Primary Attribute: Wisdom
Secondary Attributes: Willpower, Constitution, Intellect
Trash Attributes: Strength, Dexterity, Agility, Speed


Of special note is that the angel (a daja's best pet for running purposes) uses the character's best stats.  Therefore, while it is never advisable to wear physical attributes, if you have the sun stones to spare, putting them into willpower followed by the physical attributes will boost your angel.  One might be tempted to suggest that int/wis/wil gear is the de facto best gear for dajas based on this list; however, that misses two characteristics of crafted gear that I will introduce here:

(1) All item bonuses have a set value, and the difference lies in cost.  Therefore, an int/wis/wil piece will necessarily have less int and wis than an int/wis piece.  And given the supreme importance of wisdom, it may be advisable to force wisdom higher.
(2) Crafted gear has many bonuses available, including hit, dam, nr, quick, and significant pools.  Because heal power is based on the size of the total health pool, wearing hp/wil gear can yield significant defensive bonuses to the daja.

A bit of hit and damage are helpful for a daja to wear, in addition to quick/nr.  A dajas has very little class-based damage, and time spent healing is time not spent spamming lightning.  While lightning has a limited influence on the daja's overall run speed, time spent outside of combat spamming heals earns close to 0 plat.  However, it is vital that the daja have an excellent amount of wisdom in order to fuel all her preventions and special attacks and to the power of her gesko (assuming she has enough int/wis to cast her gesko).

When we consider races, we give special consideration to races with special abilities.  Time-walk/bend has an exceptionally important influence on dajas, since all of their non-pet power lies in lag and prevention-based abilities.  A good amount of wisdom is considered vital when selecting a race, but special abilities such as sights, flight, physical resistance, and even massive size are not because dajas have those areas covered.

My top choices and explanations in the next post!

Wednesday, March 31, 2010

Who's There?

The skill "hunt" and its progeny recently gained a great deal of accuracy by allowing a second keyword.  This change brought much needed accuracy to single-target searching, and it's really a fantastic upgrade.

I think it's time for many of the area-wide scouting abilities to also include one or two keywords.  Currently, the majority of area-wide scouting abilities are subclass abilities, subclasses which are never chosen for a main character, because of their highly situational utility.  The problem is that these scouting abilities are limited to player characters.

Why would a warlock give up the strong defense of battle learning or the all-around utility and power of reduced lag/prevention times for only the ability to sense the players in an area?  Especially given that warlocks already have a silent, instant spy and sixth sense, there's a very narrow margin of usefulness for a scouting subclass spell, especially one with a significant prevention time.

What if NPC's were searchable with scouting abilities?  The use of a scouting ability with no modifier would return players as it does now, but adding a modifier should return any NPC matches with a short description of the rooms:

a tangle tree -- In the Mudhole
a tangle tree -- In the Mudhole
a tangle tree -- The Wetlands

This additional functionality would greatly increase the utility of scouting abilities.  For example, a hunter of the right subclass could much more easily find a lost pet or a single NPC within an area.  She could enter an area, scout for its room name, and turn on hunt when she arrived in the general location.

My understanding is that the following classes have scouting abilities in one or more subclasses:  hunter, warlock, druid.  Obviously, the strength of each ability could be adjusted according to the class.  The casters might have room exits returned next to the room titles because they are actually "seeing" their targets, whereas a hunter's ability might only return the room titles.  Perhaps druids would only have the strength to scout for NPC's from their havens, with remote owls retaining the current limitation.

If an NPC ability would be too cumbersome from a design perspective to tack onto the current abilities, perhaps these could be new skills; they could be used for expansion upon current classes/subclasses.

Sunday, March 14, 2010

Oh Master, My Master

The majority of master class mobs should not be master class.

There are many master class mobs throughout Nodeka which serve as traps for the unwary newbie. Merchants in Lycaeum, the questgivers in newbie zones such as Kobolds, Orc Town, G'kir, and the general in Ruushi are all flagged as master class NPC's. My guess is that master class mobs were originally introduced (Raash and various Guildmasters) as a deterrent. At that time, there was no mechanism to prevent NPC's from being attacked, even in safe rooms, and thus it was necessary to prevent key NPCs and trainers from being attacked.

However, Nodeka now has !attack mechanisms available. San'vestra is not attackable, even though she is master class, which means her status as a master is flavor rather than protection. This is how all quest mobs should be. Why is Sajha attackable, but San'vestra not? Why are the quest npcs in kobolds attackable? Various key merchants? If these NPC's aren't meant to be attacked, they should be unattackable, not simply master class. If the game has a more precise tool, why isn't the more precise tool being used?

This is not to suggest that master class should be removed from the game. Kiskr in the citadel and the Tabernacle Curators are examples of NPC's that have good reason to be master class. (I might suggest that the volume of damage is excessive, but that's likely to be a matter of so much contention and debate that it distracts from my main point.) But quest NPC's? In memory of my many rdeaths, please just make them unattackable.

Sunday, March 7, 2010

Ninja Races Breakdown

The most popular races are presented here. I'll write-up any race requested in the comments.

Veldruk: Racial !spy is more valuable on a ninja than any other class, because antei of the clouded mind will be a total mindfuck to the caster. High agi/dex/nr/quick/hit/dam (counting the str/dex) and very highly powered racials make veldruk a top choice, even without physical resistance. The enhanced physical recuperation is also a strong selling point to all ninjas except the author (rank affect cheez), and the highest racial lateral deterrence are just bonuses.

Daimonikos: 57% physical resistance and flight are great starting points for a race with high speed, dam/hit, all around attributes, and small bonuses to NR/quick (on top of that provided by wil/agi). Blackened strengthens the stealthiness of ninjas. Throw in sustain and !spy, and the only weakness to this race is the holy/spirit vulnerability.

Weretiger Khan: Again, high hit/dam/nr/quick make weretiger an immediate top choice. Unlike veldruk, weretiger khan has speed in addition to its racial attacks for a strong boost to "white damage". Difficult to hit is great on any class with high quickness, and since ninjas are especially vulnerable to impairment, the 10% impairment invulnerability is helpful. Even the improved hunting speed (which works with shi-ku) and see undetectable movement (better on a sneaky class than on non-sneaky classes) are useful for ninjas. Another top choice, comparable to veldruk, although with mental vulnerability instead of mental resistance.

Sprite: Improved dodge and high agility/quick lean towards a ninja's avoidance strengths, but a complete lack of auxiliary defenses makes sprite one of the easiest to kill ninja races. Invisibility is a fun addition, as is having flight, but the lack of +damage and the weakness of hasted assaults causes the relatively low amount of combined dex/speed/willpower to be fatal to this race as a selection.

Sunday, February 28, 2010

But Where's the Stabbing?

We start our analysis of ninja race selection by looking at overall characteristics. They have unseen motion, blended, and a short-term cloak, but no trackless movement. Ninjas have !spy at 100% which overlaps with antei of formation. They have stun, a basic step impairment, and dodge. They get 2 bonus attacks (after training), and lastly, ninjas do not fly.

Looking at attributes:
A 0 signifies that a particular attribute has no implications for this class, and as mentioned previously, no mention will be made of universal benefits of an attribute.
Strength: 0
Dexterity: hurricane kick, au-sem-mao, quickblade, stun.
Agility: dodge, vanish, strike from the shadows (on ambush).
Speed: 0 (limited quickblade).
Intellect: 0 (no, joufu's arc doesn't count)
Wisdom: antei of formation, whispering wind antei
Constitution: 0 (limited antei of formation, quickblade)
Willpower: convergence of balance, shadow cast

Primary Attributes: Willpower, Speed, Dexterity
Secondary Attributes: Wisdom, Agility
Trash Attributes: Constitution, Intellect, Strength

One of the key characteristics of the ninja class is the lack of attribute influence. Ninjas have only two spellups that can be reasonably influenced by an attribute, namely convergence and shadow cast. Neither of these spellups scale in a sharp enough manner to justify stacking willpower, although shadow cast is the closest thing that a ninja can call a "strong" buff. But without the additional defensive option of evasion, willpower remains inferior to straight NR/quickness when selecting defensive gear for a ninja. Hurricane kick damage does, in fact, scale with dexterity. However, it also scales with +dam to such a degree that strength -- an absolute 0 influence attribute -- will improve hurricane damage about as much. The influence of intellect on joufu's arc is capped below 200 intellect.

Due to this low attribute influence, ninjas are freer to pursue direct character boosts, which include resists/NR/quick defensively and hit/dam/dex/speed offensively. And it's a good thing, too, since the class itself has extremely limited incoming damage control. Quickness and dodge is where a ninja's defensive abilities begin and end. In a bash/trip/multiple attacker environment, this creates weak damage avoidance with no damage mitigation. Therefore, there is a strong pressure for a ninja to select damage mitigation in a race.

With the sole exception of footpad (and footpads are always an exception for reasons which should be saved for future discussion), ninjas are the fighter class with the least combined hit/dam/attacks from class. That is the reason that speed is considered a major attribute for ninjas, despite having almost no influence on class mechanics. Dexterity is then tacked onto speed to prevent degradation. Normally, the author considers attack degradation to be an insufficient reason to wear dexterity in most circumstances. Only a very large difference (e.g. 150 or more) and exceptional circumstances (e.g. pk) warrant worrying about dexterity. However, the boost to hurricane kick and au-sem-mao help lift dexterity to importance for ninjas, although not to the point of making dexterity a necessary attribute.

Given low attribute influence, the presence or absence of a particular attribute is not key to selecting a race. Rather, the direct benefits of flight, resistance (of which physical is of course the most important), hit, dam, NR, quick, and racial attacks will have relatively greater importance. With these points in mind, several races have been selected as notable and will be presented with brief explanation in a follow-up post. At this point, the reader should be equipped to make guesses as to particularly good or particularly inappropriate races for the ninja class.

Tuesday, February 2, 2010

Imagine This

Imagine you're the clan leader of a clan which shall remain totally anonymous, and you've been dragging an associate through another ogre invasion. You've run out of pellets and go off to buy new pellets when your associate notices you standing in the next room, and this is what you hear in rapid succession:

[ Group: Syveril ]: 'are you iding your pellets for unique?'
[ Group: Syveril ]: 'you are, aren't you!!!'
[ Group: Syveril ]: 'you're su'ing your pellets!'
( beat )
[ Group: Syveril ]: 'want to do my darts next?'

(apologies for the delay in my series; real life interferes with my capacity to form cohesive analyses)

Thursday, January 7, 2010

Selecting Races: Begin With Class

First in a series of posts discussing the selection of a race.

When evaluating the race choices, the obvious choice is to evaluate the player's concerns vis-à-vis his or her class characteristics. The class itself must first have its mechanics evaluated, and only after a person's framework of class abilities, strengths, and weaknesses, can a thoughtful choice of race be made.

After all, a race is a selection of attributes, attacks, and special bonuses that for the most part affects not the overall abilities of a character, but rather the effectiveness of those abilities. Race is the clothes with which we choose to dress our characters up in; and therefore we look to the body of the class before we choose our clothes.

The first step we make in this direction is to establish how a class is evaluated. Keeping in mind that our primary goal is the selection of race, we are not concerned with how a class compares to another class, but only with how it functions with respect to the bonuses that a race provides: attributes, attacks, special bonuses. Furthermore, in evaluating the desirability of a particular attribute, we must focus on the bonuses that stat provides to each class. For example, agility provides quickness to all classes, and therefore, agility is not considered unless it provides some bonus particular to that class, because it has, for example, dodge.

While it is true that quickness has varying benefits for each class depending on the presence or absence of other forms of defense, such evaluation is perhaps too advanced for a series of blog posts and often too small/remote of a consideration to warrant specific mention. Mention will be made of notable exceptions, but on the whole, the reader that objects is perfectly capable of conducting his or her analysis without a detailed breakdown from me.

It is with these basic principles in mind that we will begin our discussion. I cannot guarantee the usefulness of my posts, but I can promise that the rest of this series will be less dry.

Saturday, January 2, 2010

Chewing Loudly

I've been toying with the idea of doing a generalized review of races, and taking each one and evaluating its merits. However, this game is a class-based game, where a race is merely the uniform in which you perform your duties as a stealthy deliverer of stabby goodness.

At the risk of excessive navel-gazing, it's possible for me to begin by evaluating the ninja class's overall strengths and weaknesses, with an eye towards race selection. This method would allow me to cycle through the various classes and suggest races for each. If either of you (my faithful readers) has any input, I will consider your suggestions carefully.