GeorgeDFC - Pokeyboi
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Post by GeorgeDFC - Pokeyboi on May 8, 2019 15:39:59 GMT
Character status as of 5-8-19: Level 75, rebuilt, optimized trains and stats
Name: Pokeyboi Profession: Rogue
Race: PlayerRace Guild: Street Crawlers
Sex: Male Title: The Night Angel
Level: 75 Training Pts: 24
Experience: 1971338674 Gold 0
Realm Points: 1781 Realm Title: Priest
Next Realm Level: 1920
Attack: 80 Evasion: 242
Score Bonus
Strength: 18/22 (+0)
Intelligence: 18/18 (+0)
Dexterity: 22/22 (+0)
Constitution: 18/18 (+0)
Charisma: 5 /18 (+0)
Wisdom: 18/18 (+0)
Hits: 600 Fatigue: 937 Power: 445
Max Hits: 600 Max Fat: 937 Max Pow: 445
Also try the SKILLS, SPELLS, and WEALTH commands.
Your skills:
Bandaging (300%)
Critical Strike (300%)
Weapon Sharpening (300%)
Searching ( 45%)
Climb (300%)
Axe Specialization (300%)
Blunt Weapon Specialization (300%)
Dagger Specialization (300%)
Edged Weapon Specialization (300%)
Hammer Specialization (300%)
Polearm Specialization (300%)
Sword Specialization (300%)
Weapon Specialization (300%)
Sneak Attack (300%)
Hide (300%)
Fire Building ( 0%)
Sneak (300%)
Dodge (150%)
AutoSneak (300%)
Backstab (300%)
Shadow (300%)
Pick Locks (300%)
Use QUALIFY to see additional skills you can GAIN.
Your expertises:
Dirty Fighting X Stealthy X
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Post by georgedfc on May 8, 2019 16:00:42 GMT
Pokeyboi has been rebuilt after making elder. His stats are optimized with that rebuild. Rogue currently gains +1 attack below a strength threshold (I believe 22), then +2 beyond that. They do not gain more than +2 attack per level. Hit point ceiling is 600 with no noticeable fatigue ceiling.
Confirmed expertises are Dirty Fighting for damage to backstab and Stealthy for better chance to not be unhidden and succeed when hiding in room with enemies.
Rating of categories below 1-10 (1 Lowest/Worst - 10 Highest/Best) Solo leveling (1-20) - 2 - This is likely one of the hardest low level characters to level due to low att/level gain and 'sharpen' ability currently does not work on starter weapon. Improvement begins at 10, but extremely slow until then. Solo leveling (20-40) - 5 - Backstabbing lower level mobs seems to be most efficient xp/time, but due to low xp per mob, not nearly as efficient as comparable melee Solo leveling (40-60) - 7 - Same backstabbing methods as above, but due to relative slowdown for melee at comparable levels, it's relatively a bit better Solo leveling (60+) - 10 - Stabber classes currently the best solo levelers once spell casting mobs become the norm. Especially 68+ where pass rate is sufficient in lvl 70 area, stabbers leave all other classes behind. Reduction in evasiveness help equalize a bit, but lower hp cap would help even stabbers out to other melee. Currently stabbers can confidently stab in a 4-mob room in FF without very little danger unless stun-locked. Melee of comparable level could not do so nearly as well. Lowering hp cap would force stabbers to search for 2 and 3 mob rooms the same as melee currently have to do. Solo pvp (early levels) - 3 Stabbers in general are incredibly level dependent. Even if a rogue correctly identifies a target that can be passed on with stab, follow up is extremely unreliable. Recommendation is either bleed/poison weapons, increasing follow up reliability or both. Solo pvp (later levels) - 8 Stabbers are very strong in general with the ability to stab essentially anyone in the game of comparable level or below. Only reason 8 instead of 10 is because currently backstab can pass, but still miss (even on extremely low level targets) and the afore-mentioned follow up issues. My current approach is to stab, re-hide, and stab again, hoping for a bleed or stun somewhere in there as attempting a follow-up more often than not results in a miss and a 3 second timer with a low evasion character. Group leveling - 8 - Believe it or not, I actually like the current iteration of group leveling as rogues can currently group well with others. If another person is leading the group, a rogue can hide and stab. Without the other person in the group requiring a tag on the target, the rogue can help level another person if that person is capable of tanking the room. This also gives rogues a big boon in npc invasions or pvp invasions where they can be in group, receiving group heals, but still be able to execute their preferred method of attack.
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Post by georgedfc on May 8, 2019 16:17:02 GMT
Current goods and bads:
Current goods: -The fix to hide has helped leveling tremendously -The ability to wear plate is a boon in many situations such as survivability boost and flexibility in creating gear sets -Leveling as rogue actually feels pretty good. Backstab damage, even with dirty fighting trained, is fairly well balanced during leveling so that, even with a 2-hander, sometimes you may not one-shot mobs when at minimum level to pass for zone. Examples are Crystal Titans in mines, and Frost Giants in FF - I was typically using a 2-hander (Redwood, then Kenku) in those zones and occasionally had to double-stab those mobs. -While this is 'good' for people playing, I think it might actually be a bad. There is no disadvantage to leveling/pvp'ing with a 2-hander. I'll re-post this in the bad section with some clarification. -Balance is pvp is interesting. A good rogue can feasibly beat anyone but a zombie, but a rogue making bad decisions can be demolished by just about anyone. I believe adding perception and giving rogues some decision-making other than how many are in the room is necessary.
Current bads: -Passing for miss and follow-up reliability - already stated and I don't think I need to re-hash -Lack of utility - I think this is a relic from DFC, but I think all classes should have something to contribute to realm offense and to realm defense. Current utility is just lockpick. Perhaps that is enough, but I would like to see something if possible. I'll post ideas in lacks section. -No difference between 1h and 2h backstab. Especially for leveling, there is zero reason to use a 1h over a 2h. I would like to see increased pass and miss timers for 2h and perhaps bleed/poison mechanics exclusively on 1h. With current HP levels, backstab is actually, I think, in a pretty good spot damage-wise. I typically use a 2H because using a 1H does not guarantee a zero (neither does 2hander against certain targets). Giving the ability to have a relatively faster pass timer (1s for 1hander vs 1.5 or 2sec for 2hander for example) and potentially bleed/poison mechanics exclusively on 1handers introduces a choice that stabbers could make depending on their play-style. -Hide - Rogue hide seems to be on par or possibly worse than other classes. I believe stabber hide should be tier one, with all other classes falling somewhere lower.
Current lacks: Utility - would love to see something like grapple wall to allow rogues to get behind the main fighting at docks and cause some confusion and chaos. Would also allow for some solo pvp with inherent risk of incurring a timer into a room where enemy is waiting. Other ideas are sabotage wall, which increases damage that your comrades do to walls. Smoke bomb which creates a room-wide evasiveness gain to maybe allow for running by a waiting ambush, etc. Reliable follow-up Decision-making in general - both from a weapons stand point and target standpoint, there is very little decision making for a high-level rogue to make.
Stat-point weight - specifically strength. Plays no role in backstab damage. I think it would be interesting if rogues couldn't max all stats in the future and stat points were such that they had to make a choice between stab damage (str) and stab reliability (dex or agil)
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