non human multiclassing & class cap proposal

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eggmceye
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non human multiclassing & class cap proposal

Post by eggmceye » Sun Feb 25, 2018 4:51 pm

been thinking about making non humans more attractive on reg (but not too attractive) for a couple of years
(doesn't seem to be a problem on PD due to remort .... is there even a human on PD?)

proposal:

reg:
* humans can use versaility to 225% (up from 200)
* non humans can use versatility to 175% (up from 100)

PD:
* remort lets humans go to 225% (up from 200)
* remort lets non humans go to 175% (unchanged)

NG:
* humans cap for class skills 425% (unchanged)
* non humans cap for class skills 350% (unchanged)

this brings reg closer inline with PD - 50% effective class cap diff between humans & non humans on all servers
correct me on any of those numbers (bit rusty)

this keeps with the current flavour, shouldn't be too hard to implement, shouldn't step on too many toes and should provide a tough choice on whether to make a human or not
Last edited by eggmceye on Fri Apr 13, 2018 10:58 am, edited 1 time in total.
Reason: fixed ng cap

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Re: non human multiclassing & class cap proposal

Post by EmoMage » Sun Feb 25, 2018 5:55 pm

this is :heart: i may actually get on reg more now!
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Re: non human multiclassing & class cap proposal

Post by Heikki » Sun Feb 25, 2018 9:19 pm

Will be super! Totally vote for this one. Maybe even 180% for "non human".... so rogue/fighters comes possible also :whistle:
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Re: non human multiclassing & class cap proposal

Post by Onyxt » Mon Feb 26, 2018 12:25 am

So this sounds like a cool change I'm all for it. However the only reason I dont really dual class on reg is because you need to spend 36 levels on the versatility shrine, and this would just widen the gap. Would we see a boost to the level cap to match this?

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Re: non human multiclassing & class cap proposal

Post by Keighn » Mon Feb 26, 2018 6:32 am

Looks cool. And yeah i have lots of humans... Would need to check my spreadsheet. PD Paladin esp.

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Re: non human multiclassing & class cap proposal

Post by CumfartPrincess » Sun Mar 04, 2018 4:22 am

did you plan on making any changes to the base class cap if this is implemented?
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Re: non human multiclassing & class cap proposal

Post by Mackey » Mon Mar 12, 2018 9:02 pm

eggmceye wrote: reg:
* humans can use versaility to 225% (up from 200)
* non humans can use versatility to 175% (up from 100)
Those numbers are kind of impractical based on how people dual class nowadays (30% piety, 70% sanctity, etc.).

My suggestion for reg:

*humans can use vesatility up to 250% (start 150% up from 125%)
*nonhumans can use versatility up to 200%

I think PD could just be 200% for everyone upon remort.

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Re: non human multiclassing & class cap proposal

Post by Keighn » Tue Mar 13, 2018 12:51 am

Not that i would mind but what would be the incentive of playing humans on PD then?

I had an ago old idea of 200% in class/skills for HUMAN only.

Basic idea was to bring in enhanced crafting recipes into play (where do +9 weapons come from? Or tints period).

It was alo to bring in Paragon status for the humans (always sonething to grind for). of course it would give room for higher end spells, combat maneuvers, whatever. But hell, not like i drew up a proposal. I just know people like climbing ladders be it levels, skills, gold, items, collected w/e.

Change up levelling on Reg/pd to be similar.
Raise level limit on reg to 1k. Older reg players at the wall who have a fav probably wouldn't mind.
Or just shatter limits and throw it up to 5k both servers (no one will reach it... I don't think).

Use the shift to levep up (2??) for both servers to quickly level.
Keep maeondir shrines for levels or develope a new system for those shrines in addition to leveling up. (Every 5, 10, 15, 20 levels or whatever they gain a type of benchmark perk they can use or save to med at those thrines. -- might multiclassing more difficult to max at first. Ie every 5 (x36 for versatility is lvl lvl 180 for for current max dual class i think if you gained a chance to med there)
Don't know how that'd work for pd (maybe too complicated).

If equal levels for both bump up the bonus allotment to +6 for reg/pd.
Maybe op, who knows. People perm on pd no matter what.

I suppose lower levels on reg forces creativity to tackle the end gamish mobs.
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Re: non human multiclassing & class cap proposal

Post by eggmceye » Tue Mar 13, 2018 6:47 am

Keighn wrote:Not that i would mind but what would be the incentive of playing humans on PD then?

.....

I suppose lower levels on reg forces creativity to tackle the end gamish mobs.
yes and yes

whatever happens, gunna need strong incentive to play any race over another

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Re: non human multiclassing & class cap proposal

Post by Mackey » Tue Mar 13, 2018 9:07 pm

Could kill a few birds with one stone by allowing remort with +75% class cap at level 500 for all races. (And possibly retain xp in excess of level 500 upon remort) or just start between level 30 and 100.

Would also be a nice way to open up my idea of hero classes or class specializations (ranger, assassin, etc)

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Re: non human multiclassing & class cap proposal

Post by TheOneGuy » Wed Mar 14, 2018 2:17 am

Mackey wrote:Could kill a few birds with one stone by allowing remort with +75% class cap at level 500 for all races. (And possibly retain xp in excess of level 500 upon remort)
YES!! And no ... lvl 500 on reg would be way to restrictive to newer players. I have played off an on for a ton of years and I'm 400ish I think. Maybe 250 or so for remote level?
all i want is a test server for maped then ill be happy ...

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Re: non human multiclassing & class cap proposal

Post by CinisterD » Wed Mar 21, 2018 5:51 am

eggmceye wrote: proposal:

reg:
* humans can use versaility to 225% (up from 200)
* non humans can use versatility to 175% (up from 100)
So will humans need to spend extra levels to hit the 225 skill cap? While they will be more powerful by having extra class abilities, they will have spent more levels in versatility.

I suggest all races can hit 200% class cap, but Humans get double class cap from the versatility shrine. The reduced invested levels in versatility (thus more stat levels) should come pretty close to damage/mr boosts from other races.

Or maybe a natural 150% class cap for humans. Again this would let you invest more levels into stats for a dual class build.

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Re: non human multiclassing & class cap proposal

Post by Bugbo » Fri Mar 23, 2018 11:41 pm

That extra 25% could be a real help as it will let you get the priest spell "lesser heal" to a decent level

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Re: non human multiclassing & class cap proposal

Post by Onyxt » Mon Apr 09, 2018 1:52 am

So I've had this idea for humans for a few years now, just never felt it was a good idea back then. Since humans tend to be a mix bag of skill sets, how about they have perks like the other races but you can pick them (they be set in stone, but race change to switch em). Have it work on a point system so people dont pick all of the best ones from each race or something. The following are just examples of some of the racial perks in game. I'd say keep certain ones restricted, like mithril affinity and heavy armor movement.

3 points: +10% stat, Leeching
4 point: +10% MR
6 points: Dual wield

Then let other races have versatility shrine too.

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Re: non human multiclassing & class cap proposal

Post by Rumper » Mon Apr 09, 2018 4:48 am

A quest chain to make a human character mutant.
Depending on the mutually exclusive quest chain get a mutation :p

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Re: non human multiclassing & class cap proposal

Post by 1[WoWz] » Tue Apr 10, 2018 3:18 am

The proposed changes look good. One thing though:
eggmceye wrote: NG:
* humans cap for class skills 400% (unchanged)
* non humans cap for class skills 350% (unchanged)
NG human skill cap is 425, non human is 350.
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Re: non human multiclassing & class cap proposal

Post by eggmceye » Thu Oct 25, 2018 7:48 am

after a lot of talk on discord and re-reading this thread, this is the current proposal

a) non humans start at 125% cap and can use versatility to spend 38 levels at versatility to get to 200% cap (which is how humans work right now)
b) humans start at 150% and can use versatility to get 200% cap - so humans get a head start and only req spend exactly 25 levels to get to 200% - humans get 13 more levels to spend on stats

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Re: non human multiclassing & class cap proposal

Post by Azalynn » Thu Oct 25, 2018 8:30 am

eggmceye wrote:after a lot of talk on discord and re-reading this thread, this is the current proposal

a) non humans start at 125% cap and can use versatility to spend 38 levels at versatility to get to 200% cap (which is how humans work right now)
b) humans start at 150% and can use versatility to get 200% cap - so humans get a head start and only req spend exactly 25 levels to get to 200% - humans get 13 more levels to spend on stats
Does this mean a 200% cap for non humans on PD!? plz
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Re: non human multiclassing & class cap proposal

Post by eggmceye » Thu Oct 25, 2018 8:49 am

probably, it crossed my mind

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Re: non human multiclassing & class cap proposal

Post by Mackey » Thu Oct 25, 2018 10:07 am

eggmceye wrote:after a lot of talk on discord and re-reading this thread, this is the current proposal

a) non humans start at 125% cap and can use versatility to spend 38 levels at versatility to get to 200% cap (which is how humans work right now)
b) humans start at 150% and can use versatility to get 200% cap - so humans get a head start and only req spend exactly 25 levels to get to 200% - humans get 13 more levels to spend on stats
Scrap XP bonus for humans or just apply it across the board to all races, and start humans at 175% class cap to make up for racial stat imbalance

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