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Post by Stu Pott on Feb 5, 2009 22:57:31 GMT -8
<_<
>_>
>_<
Yikes
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Post by Matrim Gallagher on Feb 6, 2009 0:22:44 GMT -8
I think I really understand this system. I'm looking forward to seeing the finalized version of this, being some what of a number cruncher, this actually makes the system a lot easier to understand with a mathematical formula for it all.
Although if I had to give an opinion, not trying to argue just pointing out a mathematical thing, perhaps you could make it 1.5x for the primary, so that it goes 0.5, 1, then 1.5 that way you can make two stats go 1.5 and 2.0 for the multipliers for having two stats effected?
Also how is the math going to be done for the level ups as far as stat modifiers go? What percentage will it decrease and then increase by, or what number rather?
EDIT: Further input, here's a suggestion for that, sorry if this is totally unwanted or anything, but this might work pretty well.
[One Stat = 4x (4x total)] [Two Stat = 1.5x, 2.0x (3.5x total)] [Three Stat = 0.5x, 1.0x, 1.5x (3x total)] [Four Stat = 0.25x, 0.5x, 0.75x, 1.0x (2.5x total)] [Five Stat = 0.2x, 0.3x, 0.4x, 0.5x, 0.6x (2x total)] [Six Stat = 0.1x, 0.1x, 0.1x, 0.3x, 0.4x, 0.5x (1.5x total)]
eh? lol. Like I said just a suggestion for the stat modifier multiplier for determining between the primaries and secondaries and such.
sorry if this seems a bit complex and such, my math geekness kicked in.
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Post by "Unfettered" on Feb 10, 2009 13:22:21 GMT -8
Several days later... Ah right the other question: I take it that item requirements are based on the users stats before recieving the item? As in, Jousts stats are whatever they currently are. When I recieve the Bloody Lance, the stat reqs are going to be from her current base stats and up? Or are they solely based on the material modifiers? Also, this one is more to do with weapons in general. Are pins/needles permitted as weapons? As in say a taser without the electrical shock behind it? 1) I used to base the requirements based on the users' stats before receiving the item. I can continue to make it so, but what this system currently suggests is that the requirements are created from the selected statistics, then you add up the negatives from all the materials and those are the second level requirements (since first level is default). Example... (In case the above explanation wasn't clear): Let's say I choose to customize 10 studs (obviously this would be weird and probably wouldn't work, but we're just getting to the math of this). Every stud has -1 to each. I choose to have my 3 affected statistics be Strength, Dexterity, and Constitution, leaving Intelligence, Wisdom, and Charisma to be my requirement statistics. It would come out thus: 1st Level Requirements: Default 2nd Level Requirements: 10 Intelligence, 10 Wisdom, 10 Charisma. ...And then it would be decreased down to 60% (multiply by 0.60), then on the third level, 20% (multiply by 0.20), then we go up (I forget what you multiply it by, I have down on the previous page). ...In this way, you could presumedly have a character with a bunch of low-level weak items, giving himself some rather quick boosts, because it wouldn't take so long to master utilizing the weapon or whatnot. However, those who suffer longer would get a larger pay-off in the long-run. Possibly, it can be abused this way, regardless, but its a system I know that can work without having to require constant moderators working on it (especially since all the moderators are in college or are full fledged adults or summat, and we're all busy as hell), but the above paragraph, as well as the desire to have some IC-growth should hopefully pull things through. I'm throwing a gamble and trusting in people's integrity to use this system. 2) So far as I know, no, a tazer without the electricity, pins, needles, or anything sharp is generally not allowed. At any rate, not for stabbing. The sharpest that I believe we can go is in terms of studs, and the scratches a sharp object leaves behind, nothing with stabbing. Thank you for your patience. I think I really understand this system. I'm looking forward to seeing the finalized version of this, being some what of a number cruncher, this actually makes the system a lot easier to understand with a mathematical formula for it all. Although if I had to give an opinion, not trying to argue just pointing out a mathematical thing, perhaps you could make it 1.5x for the primary, so that it goes 0.5, 1, then 1.5 that way you can make two stats go 1.5 and 2.0 for the multipliers for having two stats effected? Also how is the math going to be done for the level ups as far as stat modifiers go? What percentage will it decrease and then increase by, or what number rather? EDIT: Further input, here's a suggestion for that, sorry if this is totally unwanted or anything, but this might work pretty well. [One Stat = 4x (4x total)] [Two Stat = 1.5x, 2.0x (3.5x total)] [Three Stat = 0.5x, 1.0x, 1.5x (3x total)] [Four Stat = 0.25x, 0.5x, 0.75x, 1.0x (2.5x total)] [Five Stat = 0.2x, 0.3x, 0.4x, 0.5x, 0.6x (2x total)] [Six Stat = 0.1x, 0.1x, 0.1x, 0.3x, 0.4x, 0.5x (1.5x total)] eh? lol. Like I said just a suggestion for the stat modifier multiplier for determining between the primaries and secondaries and such. sorry if this seems a bit complex and such, my math geekness kicked in. 1) ...I like it. Alright then, I'll revise it. 3 Stats: Primary: 1.5x Secondary: 1.0x Third: 0.5x OR No Primary, Secondary Or Third. All 1.0x 2 Stats: Primary: 2.0x Secondary: 1.5x 20% Increase To Requirements 1 Stat: Primary: 2.5x Or 3.0x (I'd like to get a decision on this...) 40% Increase To Requirements ----Fack. I just saw the rest of your idea. Hang on...
[One Stat = 4x (4x total)] = 50% Increase To Requirements [Two Stat = 1.5x, 2.0x (3.5x total)] = 25% Increase To Requirements [Three Stat = 0.5x, 1.0x, 1.5x (3x total)] = Requirements Not Affected [Four Stat = 0.25x, 0.5x, 0.75x, 1.0x (2.5x total)] = 25% Decrease To Requirements [Five Stat = 0.2x, 0.3x, 0.4x, 0.5x, 0.6x (2x total)] = 50% Decrease To Requirements [Six Stat = 0.1x, 0.1x, 0.1x, 0.3x, 0.4x, 0.5x (1.5x total)] = 75% Decrease To Requirements Yeah. And... Therein... 1 Requirement: 50% Increase To Requirement 2 Requirements: 25% Increase To Requirements 3 Requirements: Requirements Not Affected 4 Requirements: 25% Decrease To Requirements 5 Requirements: 50% Decrease To Requirements 6 Requirements: 75% Decrease To Requirements ...I dunno if you guys like this idea (I can definetely see this being abused for some quick power-ups), but I can tweak it or scrap it. At any rate, I'm still thinking that the character'll go through a bit of hell, trying to level up with this. Finally, you wanted to know the growth pattern for the affected statistics? It should go like this... 1st Level: Not Affected 2nd Level: 0.60 x Negative Affected Number 3rd Level: 0.20 x Negative Affected Number 4th Level: 1.25 x Positive Affected Number 5th Level: 1.50 (Or 1.75) x Positive Affected Number Thoughts, ideas, votes, or whatnot? Thanks for your time, and thanks for your input guys. I'm heading back to class... Be back in a few hours.
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Post by "Unfettered" on Feb 10, 2009 19:17:22 GMT -8
I've finished up my item. My statistics stand as thus:
Strength: 17 Dexterity: 1 Constitution: 43 Intelligence: 59 Wisdom: 48 Charisma: 6
Dexterity was decreased outright to 0, so I bumped it up to 1 automatically. If it was 0, "Unfettered" would be a stone. Likewise you guys. If it happens that only one statistic goes into the negative, start tacking away at the highest other affected statistic.
If all 3 statistics are in the negatives, and lessay you have -45 points, and a total of 150 points remaining in your other statistics, then 150 - 45 = 105, like the below:
Strength: 52 - 58 = -6 Dexterity: 19 - 32 = - 13 Constitution: 43 29% Intelligence: 59 39% Wisdom: 48 32% Charisma: 54 - 80 = -26
Notice the percentages? Well, 43 + 59 + 48 = 105.
...And multiply 105 by .29, .39, .32... and rounding accordingly, making sure I still have 105 points left Then you have:
Strength: 1 Dexterity: 1 Constitution: 30 Intelligence: 41 Wisdom: 34 Charisma: 1
Again, anything that hits 0, make it 1.
And as agreed upon by Leon, if you overall go into the negatives, then you simply cannot use the item.
...As for the different requirements in my item in the store compared to my first post in this thread... I added on the weight to the requirements (17 lbs = 17). Made m'self some hell. It occured to me to do so, after helping out David Blaze with the prototype item.
---Also, made a few extra rulings:
If there's only 1 statistic affected... then you add on +10 to the requirements first, then multiply it by 1.2. Proceed to do so for all the requirements. If someone only tries having only one requirement... Well, I'll worry about that later.
Likewise, if there is only 2 statistics affected, then you add +5 to all the requirements, then multiply by 1.2. And yes, again, proceed to do so for all the other requirements.
The prototype's up... It may be tweaked accordingly, but I'm still open for input.
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John
Adept
"The Raging Flame"
"I'm gonna stomp a mud hole in your ass and walk it dry!"
Posts: 273
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Post by John on Feb 11, 2009 0:42:16 GMT -8
There we go I understand.
I think we should post what the materials minus in the material shop.
I think for a ruling on the single stat being effected it would be safe to say a maximum of 3.0X.
Simply because its one stat.
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Deleted
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Post by Deleted on Feb 11, 2009 8:40:08 GMT -8
Not sure if this was addressed or not, but this doesn't affect already created items, correct? So what about purchasing upgrades for older items, such as the upgrade for a power?
If a yes to the second question, does that include ones where the purchase request was done around 29 weeks ago?
(is busting your chops with that one ^_^)
I must say I am FULLY in favor of the 3 months real time and you go up a level on your item rule and it should be retroactive, at least for me... cause I would be at the final level of mine already. XP
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Post by Matrim Gallagher on Feb 11, 2009 13:36:27 GMT -8
so what if someone wanted an item that only increased in penalties, like training weights of leons? would that be kosher?
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Post by "Unfettered" on Feb 11, 2009 19:05:30 GMT -8
John Ong: 1) I will get to posting the material minuses in the material shop when I can. 2) ...3.0x max seems fine by me. Simply because yes, it is just one statistic. 3) I will be surveying your construction of your item. Wait for moderator approval, once you're finished, so that we can see if we're all at a similar thought process---Also, David Blaze's item is not the best item to role-model after, since I had to negotiate with him on circumstances. "Ambition" would be the better item to model after.---In fact, I recommend basing your design off of "Ambition," since its the standard type. @saint Zachariah: 1) Any item that has already been successfully customized, including yours, is not affected by this system. 2) My memory is not so horrible that I can't remember. I'll help you out as best as I can---You just need to contact me. 3) ...Again, your item was already customized. Only items that were in the process of getting customized that I never got to, or weren't even customized at all will be affected. 4) The "3-Month Auto Level Up" only applies up until Pro Level (The third level). From Pro-Level onward, you have to advance on your own to Advanced, and therein to Master Level. So you have to earn your Master Level, Saint.---Please read the previous (first) post(s). Matrim Gallagher: 1) Only increase penalties? Yeah, that'd be kosher--- Though, I have to ask. Do you want it to be penalties that gradually reduce, penalties that you can choose pending on what level you have unlocked (would make more sense if you had a miscellanious electronic installed on it), penalties that grow stronger, penalties that stay the same throughout, and/or all of the above?
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Post by Matrim Gallagher on Feb 11, 2009 19:20:10 GMT -8
I was actually asking on behalf of someone else, but I think it's penalties that gradually increase using miscellaneous electronics. With sort of a training weight effect, except in this case I think he was wanting gloves that did that. But yeah, Misc Electronics was in the list of ingredients to accomplish that.
but yeah, I was just making sure that was still kosher as far as items go. thanks.
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Deleted
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Post by Deleted on Feb 12, 2009 6:47:10 GMT -8
Ho-kay!
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Post by "Unfettered" on Feb 12, 2009 12:51:46 GMT -8
@saint: My apologies, but its for the sake of the matter of making things "fair." Which involves suffering. Matrim Gallagher: Well then, for someone whose penalties gradually increase... Here: Beginner Level: -X Novice Level: 1.25(-X) Pro Level: 1.50(-X) Advanced Level: 1.75(-X) Master Level: 2.00(-X) ...I'll go into detail as needed (namely, when someone tries to pull off weird shit on me again, with their items... -_-). @update Note: I've made a judgement call. For master level, I was wondering whether or not to multiply the Master Level's affected statistics by 1.5 or 1.75. No on answered or gave their input, or maybe just no one cared/noticed it. Anyways, it will be 1.5(X). ...I'll be establishing a format soon for the items. David Blaze and Leon Sudeki's items are works in progress and are on probation, as I'm attempting to figure out the formatting for both of them. David's was a negotiated form that is not the norm, even for an item with only one statistic affected. Do not model your item after his. ...I'll be performing corrections on both his and Leon's item (since the format was also borrowed). And [READ, IMPORTANT PARAGRAPH] from here on out, I recommend that (for the love of God) no one attempts to make an item until we have this sorted out. That warning given out, if you attempt to do so, and then end up calling for my help, and/or its so full of holes I have to re-do the thing myself... I'll be charging a fee of about $200-$500. Because this system was designed so that you can do it yourself---but its not finished yet. So far, I've been rather displeased with how no one has been using this system as it was intended to be used for---namely, I see already overly powerful transfers using very little materials to get quick and overly powerful items to endow them even further (---the amount of transfers people who have been asking me for aid and looking for a quick fix, it seems...) A little reminder for those of you who are new: This system was designed with the transfers in mind to make them weaker for a long period of time, to give a chance for the newbies to catch up. And because the transfers (who presumedly have more cash) would be weaker, it would encourage newbies to fight them, give the newbies real fighting experiance, give the transfers their experiance for their item, and in the end, everyone would benefit.---Not to see "Homg. I must win all my fights because I am a super-badass. I must beat on the newbies and establish the proper order of things, because its my character design, lololololololol." A lot of people have been trying to bargain with me in the past and in the present with me to change around their item so it fits only their need---I have been flexible, but in the end, it destroys the purpose of the Custom Item System Of Public High School #259. Exaggaration and vexation? Yes. But really, the item's system was designed so as to give already powerful character a probation period, where they would have to work their ass off, and encourage newbies to fight, instead of intimidating them. ...Back to work.
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Post by "Unfettered" on Feb 13, 2009 2:38:39 GMT -8
For goodness sake...
I just remembered Leon's idea and agreeing to it, for balancing issues. Namely that single-statistics would be affected to a maximum of 3x:
Original: [One Stat = 4x (4x total)] = 50% Increase To Requirements [Two Stat = 1.5x, 2.0x (3.5x total)] = 25% Increase To Requirements [Three Stat = 0.5x, 1.0x, 1.5x (3x total)] = Requirements Not Affected [Four Stat = 0.25x, 0.5x, 0.75x, 1.0x (2.5x total)] = 25% Decrease To Requirements [Five Stat = 0.2x, 0.3x, 0.4x, 0.5x, 0.6x (2x total)] = 50% Decrease To Requirements [Six Stat = 0.1x, 0.1x, 0.1x, 0.3x, 0.4x, 0.5x (1.5x total)] = 75% Decrease To Requirements
...But now, that leads to the question as to whether or not to make everything fit accordingly... Example:
Option 1: [One Stat = 3x (3x total)] = 50% Increase To Requirements [Two Stat = 1.0x, 1.5x (2.5x total)] = 25% Increase To Requirements [Three Stat = 0.25x, 0.50x, 1.25x (2x total)] = Requirements Not Affected [Four Stat = 0.45x, 0.4x, 0.35x, 0.3x (1.5x total)] = 25% Decrease To Requirements [Five Stat = 0.2x, 0.2x, 0.2x, 0.2x, 0.2x/0.3x, 0.25x, 0.20x, 0.15x, 0.1 (1x total)] = 50% Decrease To Requirements [Six Stat = 0.05x, 0.05x, 0.1x, 0.1x, 0.1x, 0.1x (0.5x total)] = 75% Decrease To Requirements
---The above is completely set down, using 3.0x as the maximum, and heading down.
Option 2: [One Stat = 3x (3x total)] = 50% Increase To Requirements [Two Stat = 1.5x, 2.0x (3.5x total)] = 25% Increase To Requirements [Three Stat = 0.5x, 1.0x, 1.5x (3x total)] = Requirements Not Affected [Four Stat = 0.25x, 0.5x, 0.75x, 1.0x (2.5x total)] = 25% Decrease To Requirements [Five Stat = 0.2x, 0.3x, 0.4x, 0.5x, 0.6x (2x total)] = 50% Decrease To Requirements [Six Stat = 0.1x, 0.1x, 0.1x, 0.3x, 0.4x, 0.5x (1.5x total)] = 75% Decrease To Requirements
---The only difference with Option 2 and the Original is that only the one with one statistic is affected.
Option 3: [One Stat = 3x (3x total)] = 50% Increase To Requirements [Two Stat = 1.25x, 1.5x (2.75x total)] = 25% Increase To Requirements [Three Stat = 0.5x, 0.75x, 1.25x {Or Something...} (2.5x total)] = Requirements Not Affected [Four Stat = 0.20x, 0.45x, 0.70x, 0.90x (2.25x total)] = 25% Decrease To Requirements [Five Stat = 0.4x, 0.4x, 0.4x, 0.4x, 0.4x/0.5x, 0.45x, 0.40x, 0.35x, 0.30x (2x total)] = 50% Decrease To Requirements [Six Stat = 0.1x, 0.2x, 0.25x, 0.3x, 0.4x, 0.5x (1.75x total)] = 75% Decrease To Requirements
...An alternative to Option 1
...And just in case I misinterpreted stuff:
Option 4: [One Stat = 3x (3x total)] = 50% Increase To Requirements [Two Stat = 1.5x, 1.5x/1.25x, 1.75x (3x total)] = 25% Increase To Requirements [Three Stat = 0.75x, 1.0x, 1.25x/0.5x, 1.0x, 1.5x/1.0x, 1.0x, 1.0x (3x total)] = Requirements Not Affected [Four Stat = 0.75x, 0.75x, 0.75x, 0.75x/0.25x, 0.5x, 1.0x, 1.25x (3x total)] = 25% Decrease To Requirements [Five Stat = 0.6x, 0.6x, 0.6x, 0.6x, 0.6x/0.7x, 0.65x, 0.6x, 0.55x, 0.5x (3x total)] = 50% Decrease To Requirements [Six Stat = 0.5x, 0.5x, 0.5x, 0.5x, 0.5x, 0.5x/0.25x, 0.25x, 0.5x, 0.5x, 0.75x, 0.75x (3x total)] = 75% Decrease To Requirements
...I need input. Seriously. Which would be the best?---Because I'm all for making sure there's not too much power given about.
Until then, even all 3 items (John Ong's, David Blaze's, and "Unfettered's") are on stasis. I'll maintain "Unfettered's" statistics as thus and just justify it by his own means---But this is critical. I need input on this last idea from at least three people, before I make a decision, and most probably go over all the item stuff.
Also, because I know this wasn't clear:
Custom Prices:
Priority Payment: $1000 (Mandatory)
1st Penalty/Benefit Decreaser/Enhancer (15%): $500 (-15%/+15% Total)
2nd Penalty/Benefit Decreaser/Enhancer (15%): $1000 (-30%/+30% Total)
3rd Penalty/Benefit Decreaser/Enhancer (15%): $1500 (-45%/+45% Total)
4th Penalty/Benefit Decreaser/Enhancer (15%): $2000 (-60%/+60% Total)
5th Penalty/Benefit Decreaser/Enhancer (15%): $2500 (-75%/+75% Total)
6th Penalty/Benefit Decreaser/Enhancer (15%): $3000 (-90%/+90% Total)
Custom Power #1: $1000
Custom Power #1, 1st Upgrade: $2000
Custom Power #1, 2nd/Final Upgrade: $3000
Custom Power #2: $1000
Custom Power #2, 1st Upgrade: $2000
Custom Power #2, 2nd/Final Upgrade: $3000
...So, to fully power up one item, you'd need to spend $23,500, which no one has even attained/saved up on this site.
I forget if I posted this, but seeing Leon's item, I realized I probably wasn't clear enough. I'm busy with things, so no time to make a format, but... yar.
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Post by Matrim Gallagher on Feb 13, 2009 2:58:16 GMT -8
I'd say 3
and I was gonna comment on that myself, the ballistics mask right? yeah I saw that.... buttttt I figured you weren't gonna start approving items till the system was finished anyway.
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Post by Arthur Ð on Feb 13, 2009 3:17:04 GMT -8
If we aren't after stat boosts are we instead able to trade that in for a free power?
As for Options, I'm going to say 3 as well.
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Post by The New Student Dean on Feb 13, 2009 3:44:33 GMT -8
Please continue voting, just commenting:
...Well, if you aren't after stats boosts... Mm. Well, you'll probably have to hope your luck is with you, since chances are you'll need to find power-only items in a quest or something.
---I've already commented on why we don't just have a lot of immediate boosts available, namely because this item system is designed to helping upper-leveled or even moderately-leveled characters, and goes against some of the core principals that aren't as heavily emphasized these days... But yeah. Apologies.
Perhaps, if you can find a way/develop an add on system that also utilizes penalties (this would also solve David Blaze's problem), then, yes. If not... yeah, I'm probably going to be having David switch to the standard system. *is open-minded, but conflicted, if that makes sense...*
...Anyways.. continue voting.
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