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14 posts found
Kilim

Novice Member

Joined: 1/28/04
Posts: 546

If you are not part of the solution, then you are part of the problem.

 
1/09/07 10:55:26 AM#1
This post was originally found here: http://vanguardvault.ign.com/View.php?view=Guides.Detail&id=2

This is also discussed here: http://vnboards.ign.com/vanguard_saga_of_heroes/b22523/100814911/p1

Thanks to: -Forbin-



Knowing Your Attributes – Revision 1

Attributes and their Effects:

  • Strength (Str): Increases melee damage (before mitigation) and weight-carrying capacity.

  • Constitution (Con): Increases health points and damage resistances.

  • Dexterity (Dex): Increases melee critical hit bonus, chance to evade attacks and spells, mitigation of melee damage, chance to defend with defensive abilities, and chance to recognize and react to enemy abilities.

  • Vitality (Vit): Increases healing effectiveness in-combat, health and energy regeneration, and unmounted movement speed.

  • Intelligence (Int): Increases spell damage, chance to identify and recognize tactics, chance to detect opponents and perceive what they're doing in combat, chance to counter opponents' spells, and chance to prevent opponents from countering your spells.

  • Wisdom (Wis): Increases energy pool, spell critical hit bonus, chance to identify spells and recognize tactics, chance to detect opponents and perceive what they're doing in combat, chance to counter opponents' spells.

  • Starting Attributes (at level 1) by Class:
    Starting attributes are dependent on class only. Race has no bearing on starting attributes.


    Starting Attributes by Class (Chart 1-1)
    Class
    Str
    Con
    Dex
    Vit
    Int
    Wis
    Bard
    40
    40
    45
    35
    25
    25
    Bloodmage
    25
    30
    25
    35
    45
    50
    Cleric
    35
    30
    25
    35
    35
    50
    Disciple
    35
    30
    25
    35
    35
    50
    Dread Knight
    35
    50
    40
    35
    25
    25
    Druid
    30
    25
    20
    35
    50
    50
    Monk
    40
    40
    45
    35
    25
    25
    Necromancer
    30
    25
    20
    35
    50
    50
    Paladin
    35
    50
    40
    35
    25
    25
    Psionicist
    30
    25
    20
    35
    50
    50
    Ranger
    40
    40
    45
    35
    25
    25
    Rogue
    40
    40
    45
    35
    25
    25
    Shaman
    30
    30
    25
    35
    40
    50
    Sorcerer
    30
    25
    20
    35
    50
    50
    Warrior
    35
    50
    40
    35
    25
    25

    These attributes will remain the same (gear excluded) until you reach level 10. Once you reach level 10 you will begin receiving attribute points to assign.

    You get 20 points per level.
    a) 1 point automatically goes into each stat (6 points).
    b) 2 points are automatically assigned based on your class (see chart 1-2).
    c) 2 points are automatically assigned based on your race (see chart 1-3).
    d) 10 points are awarded to the player to assign as he/she sees fit. Awarded 2 points at a time every 20% of the level.


    Class-based Attribute Increases Per Level:
    2 points are automatically assigned based on your class


    Automatically Assigned Points by Class (Chart 1-2)
    Class
    Str
    Con
    Dex
    Vit
    Int
    Wis
    Bard
    1
    1
    .
    .
    .
    .
    Bloodmage
    .
    .
    .
    .
    1
    1
    Cleric
    .
    1
    .
    .
    .
    1
    Disciple
    1
    .
    .
    .
    .
    1
    Dread Knight
    .
    1
    .
    1
    .
    .
    Druid
    .
    .
    .
    .
    1
    1
    Monk
    1
    .
    1
    .
    .
    .
    Necromancer
    .
    .
    .
    .
    1
    1
    Paladin
    .
    1
    .
    1
    .
    .
    Psionicist
    .
    .
    .
    .
    1
    1
    Ranger
    1
    .
    1
    .
    .
    .
    Rogue
    1
    .
    1
    .
    .
    .
    Shaman
    .
    1
    .
    .
    .
    1
    Sorcerer
    .
    .
    .
    .
    1
    1
    Warrior
    .
    1
    .
    1
    .
    .


    Racial Attribute Increases Per Level:
    2 points are automatically assigned based on your race


    Automatically Assigned Points by Race (Chart 1-3)
    Class
    Str
    Con
    Dex
    Vit
    Int
    Wis
    Dark Elf
    .
    .
    .
    .
    1
    1
    Dwarf
    .
    2
    .
    .
    .
    .
    Gnome
    .
    .
    1
    1
    .
    .
    Goblin
    .
    1
    .
    .
    .
    1
    Half Elf
    .
    .
    .
    .
    .
    2
    Halfling
    .
    .
    2
    .
    .
    .
    High Elf
    .
    .
    .
    .
    .
    2
    Kojani
    .
    .
    1
    .
    .
    1
    Kurashasa
    .
    .
    .
    1
    1
    .
    Lesser Giant
    1
    1
    .
    .
    .
    .
    Mordebi
    .
    .
    1
    1
    .
    .
    Orc
    1
    1
    .
    .
    .
    .
    Qaliathari
    .
    .
    1
    1
    .
    .
    Raki
    .
    .
    .
    2
    .
    .
    Thestran
    .
    .
    .
    1
    .
    1
    Varanjar
    1
    1
    .
    .
    .
    .
    Varanthari
    1
    1
    .
    .
    .
    .
    Vulmane
    .
    .
    1
    .
    .
    1
    Wood Elf
    .
    .
    1
    1
    .
    .


    Attribute Caps:

    By default, the attribute cap is increased by 5 points per level in all attributes. Note: when spending attribute points this includes the points that are automatically spent for you. Each race has preferred attributes. On these attributes the cap is increased by one or two points. (see Chart 1-4) Each race has either three attributes that cap at 6 points per level or two attributes - one that caps at 7 points per level and another that caps at 6 points per level.

    For instance, Kurashasa have a 7 point per level cap on intelligence and a 6 point per level cap on vitality. The rest of their attributes cap at 5 points per level.


    Racial Prefered Attribute Cap Increases Per Level (Chart 1-4)
    Class
    Str
    Con
    Dex
    Vit
    Int
    Wis
    Dark Elf
    .
    .
    .
    .
    1
    2
    Dwarf
    .
    2
    .
    .
    .
    1
    Gnome
    .
    .
    1
    1
    1
    .
    Goblin
    .
    1
    .
    .
    1
    1
    Half Elf
    .
    .
    .
    .
    1
    2
    Halfling
    .
    1
    2
    .
    .
    .
    High Elf
    .
    .
    .
    .
    1
    2
    Kojani
    .
    1
    .
    1
    .
    1
    Kurashasa
    .
    .
    .
    1
    2
    .
    Lesser Giant
    1
    2
    .
    .
    .
    .
    Mordebi
    .
    .
    1
    1
    .
    1
    Orc
    2
    1
    .
    .
    .
    .
    Qaliathari
    .
    .
    1
    1
    .
    1
    Raki
    .
    .
    .
    2
    1
    .
    Thestran
    .
    .
    1
    1
    .
    1
    Varanjar
    .
    .
    1
    1
    .
    1
    Varanthari
    2
    1
    .
    .
    .
    .
    Vulmane
    .
    .
    1
    1
    .
    1


    Combined Attribute Cap Increase Per Level:
    For simplification I combined the standard and racial cap increases, below.


    Combined Attribute Cap Increase Per Level (Chart 1-5)
    Class
    Str
    Con
    Dex
    Vit
    Int
    Wis
    Dark Elf
    5
    5
    5
    5
    6
    7
    Dwarf
    5
    7
    5
    5
    5
    6
    Gnome
    5
    5
    6
    6
    6
    5
    Goblin
    5
    6
    5
    5
    6
    6
    Half Elf
    5
    5
    5
    5
    6
    7
    Halfling
    5
    6
    7
    5
    5
    5
    High Elf
    5
    5
    5
    5
    6
    7
    Kojani
    5
    6
    5
    6
    5
    6
    Kurashasa
    5
    5
    5
    6
    7
    5
    Lesser Giant
    6
    7
    5
    5
    5
    5
    Mordebi
    5
    5
    6
    6
    5
    6
    Orc
    7
    6
    5
    5
    5
    5
    Qaliathari
    5
    5
    6
    6
    5
    6
    Raki
    5
    5
    5
    7
    6
    5
    Thestran
    5
    5
    6
    6
    5
    6
    Varanjar
    5
    5
    6
    6
    5
    6
    Varanthari
    7
    6
    5
    5
    5
    5
    Vulmane
    5
    5
    6
    6
    5
    5
    Wood Elf
    5
    5
    6
    7
    5
    5


    Reallocating Attribute Points

    After Attribute Points have been allocated you must spend Refund Points to reclaim used Attribute Points. Every one Refund Point will allow you to decrement one Attribute Point from any one attribute, thus increasing your available Attribute Points pool by one.

    Refund points are granted to the player as they earn adventuring experience. Thus, Refund Points will accumulate faster as you increase in level. Refund Points can only be used to reclaim Attribute Points that were allocated manually.

    I’ll run you through a couple examples to help clarify and show why race will play an important role.

    Example 1: 1st we’ll make a Dark Elf Sorcerer. Level 1: Str:30 Con:25 Dex:20 Vit:35 Int:50 Wis:50 (level 1-9 race makes no difference).

    At level 10 we begin to get our cap increases and points to assign and racials show a small difference. And being a Sorcerer we’ll want to max out Int, Wis, and put the rest in Vit for in combat regeneration. Number in [ ] will be potential cap.

    a) 1 point automatically goes into each stat (6 points).
    b) 2 points are automatically assigned based on your class (+1int, +1wis).
    c) 2 points are automatically assigned based on your race (+1int, +1wis).
    d) 10 points are awarded to the player to assign as he/she sees fit. Awarded 2 points at a time every 20% of the level.

    Level 10:
    Str: 30 +1 (+5cap, 4 left for allocation)
    Dex: 25 +1 (+5 cap, 4 left for allocation)
    Con: 25 +1 (+5 cap, 4 left for allocation)
    Vit: 35 +1 (+5 cap, 4 left for allocation)
    Int: 50 +1 +1+1 (+6 cap, 3 left for allocation)
    Wis: 50 +1 +1 +1 (+7 cap, 4 left for allocation)

    So now at 10.8 you could have these stats. (10 points to manually allocate)
    Str: 31 (35 max)
    Dex: 26 (30 max)
    Con: 21 (25 max)
    Vit: 39 (40 max)
    Int: 56 (56 max)
    Wis: 57 (57 max)

    Because of the way racials are working we can cap out Int & Wis and almost cap out Vit.

    At level 50 (410 points to spend) this will be your base stats w/o gear:

    Level 50: Str:71[235] Con:66[230] Dex:61[225] Vit:199[240] Int:296[296] Wis:337[337]

    Example 2: Ok now to show why racial choice may be important lets make a Qualia Human Sorcerer.

    a) 1 point automatically goes into each stat (6 points).
    b) 2 points are automatically assigned based on your class (+1int, +1wis).
    c) 2 points are automatically assigned based on your race (+1dex, +1wis).
    d) 10 points are awarded to the player to assign as he/she sees fit. Awarded 2 points at a time every 20% of the level.

  • Level 1-9: Str:30 Con:25 Dex:20 Vit:35 Int:50 Wis:50 (no difference)

  • Level 10: Str:31[35] Con:26[30] Dex:22[26] Vit:40[41] Int:55[55] Wis:56[56] Can’t quite cap the same 3 out and you have 1 point less int, 1 points less wis. Small difference the 1st level.

  • Level 50: Str:71[233] Con:66[230] Dex:102[266] Vit:199[281] Int:255[255] Wis:296[296]
  • Now lets compare the two at level 50 to see the difference.

    DE: Str:71[235] Con:66[230] Dex: 61[225] Vit:240[240] Int:296[296] Wis:337[337]
    QH: Str:71[233] Con:66[230] Dex:102[266] Vit:199[281] Int:255[255] Wis:296[296]

    0 0 +41 0 -40 -41

    Of the two most important stats for the Sorcerer at level 50 the Qalian Human is going to have 40 less Int and, 41 less Wis. That’s approximately 8 levels difference stat wise.

    ______________________________
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    thekze

    Novice Member

    Joined: 10/26/04
    Posts: 129

    1/09/07 12:55:52 PM#2
    good post, sticky please!

    Playing:

    PC - Quake Live
    PS3 - NHL 09, Killzone 2

    Kilim

    Novice Member

    Joined: 1/28/04
    Posts: 546

    If you are not part of the solution, then you are part of the problem.

     
    1/12/07 1:16:37 PM#3
    Anotherstormslayer from VN Boards was able to make a MS Excel file for 50lv Attribute caps for ALL Races and Classes.
    he was kind enough to give me a copy and I have uploaded it in my website.

    You can get it here: V:SoH Race Stats Excel file

    ______________________________
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    Poldano

    Apprentice Member

    Joined: 12/22/06
    Posts: 245

    Those who stand on the shoulders of giants should not complain about the view.

    1/15/07 7:14:37 PM#4

    The totals shown at level 50 differ. I suspect that the Vitality figures for DE and QH should be switched, because QH has a Vitality bonus and that's one of the areas that the DE is starving to max Wisdom and Intelligence. The OP's point is the same, but the figures make the QH sorcerer look more wimpy than it really should be.

    It would be interesting to see if the differences balance out with different playstyles. Right off, it looks like the DE offensive caster is more of a group caster, but is less survivable unless well-supported in a group. The QH offensive caster can't reach the DE "broadside" cap, but the regen rate and slight defensive advantages may allow them to get out of more tight situations solo or in non-optimal groups.

     

    gatheris

    Hard Core Member

    Joined: 9/09/06
    Posts: 540

    1/15/07 7:21:25 PM#5

    holy crap - is this a game or math class?

    hehe - pretty usefull i imagine for those powergamers though

    me - i just like to play and hope for the best

    Kilim

    Novice Member

    Joined: 1/28/04
    Posts: 546

    If you are not part of the solution, then you are part of the problem.

     
    1/15/07 8:59:57 PM#6
    I decided to make my own Excel file of the Character Stats Cap to see if we missed something.
    (Besides, I wanted to organize it somewhat differently anyways.)

    So here is my V:SoH Character Attributes Caps at 50lv in MS Excel file.
    http://www.sinvida.net/home/modules.php?name=VSoH-Stats

    Please contact me via email if you find any issues/mistakes in it.

     

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    boojiboy

    Elite Member

    Joined: 10/28/06
    Posts: 1239

    1/17/07 2:11:05 PM#7
    I love it!  I love the complexity and thought that goes into this.  As a future Vanguard player, I was really hoping to see some differences between classes in terms of actual attributes.
    Kilim

    Novice Member

    Joined: 1/28/04
    Posts: 546

    If you are not part of the solution, then you are part of the problem.

     
    1/18/07 10:46:06 AM#8
    Attributes Cap questions due to Build 01689 Patch

    Jerrith
    Sigil Games Online
     
    Join Date: 2004 Jan


    Re: Attributes Cap questions due to Build 01689 Patch

    In the old system maximums were considered as:
    6 points per level from character
    2.5 points per level from items
    2.5 points per level from buffs.

    6 + 2.5 + 2.5 = 11

    Now the new total is 18 instead of 11.
    __________________
    AR Schleicher
    Programmer
    Sigil Games Online

    db0t
    Sigil Games Online
     
    Join Date: 2004 Jan


    Re: Attributes Cap questions due to Build 01689 Patch

    Hopefully I will be able to clear up some of the confusion.

    I would like to start off with why we made this change. For a long time we have been trying out the idea that players should be able to max out or hit their “cap” in multiple attributes. We have finally decided this just doesn’t accomplish what we want and dramatically diminishes the potential significance of items. As an item-centric game this was not acceptable to us.

    The change to caps means that now someone will only be able to reach the soft cap of 18 under the most extreme conditions. So extreme that it will likely not be possible at release. There is now breathing room for increases in player power (which is important to us).

    Attribute growth and racial attributes:

    Attribute allocation works basically the same as it always has. However, we do have new racial attribute growth coming in a patch. This accounts for the value of 6 in Jerrith’s post earlier.

    All characters start with attributes based on their class. Attribute growth is controlled by race (when the new racial attributes go in the class will no longer be a factor). The attribute pool is still 20 points per level starting at level 10.

    For those of you familiar with the attribute growth in Vanguard there is two primary components. Attribute “caps” from race and automatic allocation from race. It is important to understand that the caps from your race don’t have a direct relationship to the old cap of 11 points per level or the new soft cap of 18 points per level. The race caps on attribute reflect how many points can go into the attribute per level.

    What does this do? With the cap of 11 it means that you reach your maximum with less gear, earlier. In some ways this is a bonus and in others it is a penalty. With the harder to reach soft cap of 18 these racial bonuses carry more weight. We want them to be a more significant choice.

    The second part of the equation is automatic allocation. All characters in the world of Vanguard earn a global pool of 20 point per level as a mentioned earlier. Of this global pool every attribute always gains 1 point when you level. This leaves 14 points for customization. In concert with the racial caps points are usually automatically allocated to fill in the cap bonus for the race. For example, in the old racial bonuses a Halfing had a dexterity cap bonus of 2 points per level. They also had 2 points per level automatically allocated to dexterity. This allows races to grown in their own special ways while still giving players room to customize most of their attribute growth.

    For the new attribute cap bonuses we are intending:


    STR CON DEX VIT WIS INT
    BarbarianQalia 2 1 0 0 1 0
    BarbarianThestra 2 1 0 0 1 0
    Dwarf 0 3 0 0 1 0
    ElfDark 0 0 1 0 1 2
    ElfHigh 0 0 0 0 3 1
    ElfWood 0 0 2 2 0 0
    Gnome 0 1 0 1 0 2
    Goblin 0 0 1 0 0 3
    HalfElf 0 0 2 1 1 0
    HalfGiant 3 1 0 0 0 0
    Halfling 0 0 3 0 1 0
    HumanKojan 1 1 1 1 1 1
    HumanMordebi 1 1 1 1 1 1
    HumanQalia 1 1 1 1 1 1
    HumanThestra 1 1 1 1 1 1
    Kurashasa 0 1 0 0 1 2
    Orc 2 0 0 2 0 0
    Raki 0 0 2 2 0 0
    Vulmane 0 1 1 0 2 0

    The attribute cap in pointer per level can be found by adding 5 to the value in the above table.

    The new automatic allocation and customization points we are intending:

    STR CON DEX VIT WIS INT Points to Spend
    BarbarianQalia 2 1 0 0 1 0 10
    BarbarianThestra 2 1 0 0 1 0 10
    Dwarf 0 3 0 0 1 0 10
    ElfDark 0 0 1 0 1 2 10
    ElfHigh 0 0 0 0 3 1 10
    ElfWood 0 0 2 2 0 0 10
    Gnome 0 1 0 1 0 2 10
    Goblin 0 0 1 0 0 3 10
    HalfElf 0 0 2 1 1 0 10
    HalfGiant 3 1 0 0 0 0 10
    Halfling 0 0 3 0 1 0 10
    HumanKojan 0 0 0 0 0 0 14
    HumanMordebi 0 0 0 0 0 0 14
    HumanQalia 0 0 0 0 0 0 14
    HumanThestra 0 0 0 0 0 0 14
    Kurashasa 0 1 0 0 1 2 10
    Orc 2 0 0 2 0 0 10
    Raki 0 0 2 2 0 0 10
    Vulmane 0 1 1 0 2 0 10

    You may spend points in an attribute until you have reached your racial cap.

    Buffs:

    The next portion of player attributes comes from buffs. The portion coming from buffs has not been altered. They will continue to be a very significant reward that is basically free and in many cases a bonus to be in a group with others.

    Items:

    Items now have the potential to do more. Players have more flexibility with the items they want to use. We thought that allowing items to relatively quickly bring players to their caps would make them want to diversify (“max” more than one attribute). This worked well for some people. However for others it was forced. Many people would get a new item that buffed their favorite attribute and it wouldn’t feel much of an effect because they had already hit their intended max on that particular attribute.

    Players now have the option of taking a more extreme route and focuses on one or two attributes. However, the cost in other areas of trying to “max out” a single attribute is high. We feel that the rewards granted for every class across multiple attributes will mean the best players will have some diversification. Ultimately, this more open ended approach will give us each more control as we play.

    Several people have voiced some concern regarding changes in the current state of their character. Many people had their character maxed out in multiple ways at level 40. Fortunately, you are no longer maxed out. However, the bonuses you get from high attribute points to things like damage have not remained exactly the same.

    Along with increasing the intended cap for attributes we have made a soft cap the standard if one does reach it. We have also increased the amount of contribution attributes can have across the board. Of course, this makes sense since there is a lot more ground that can be covered. The attribute bonus increase factors are based on the previous contribution of the attribute and the desired contribute of the attribute. In most cases this will not leave you with the exact same bonus that you had prior to the changes.

    Not everything has been rescaled yet but will be in the next few days as we prepare for release. For example, the maximum size for energy pools has not changed. So in this area people will likely feel like they have significantly less energy than previously. All of the combat attribute contributions were adjusted with the cap changes patch.

    Please remember we are doing a lot of intense balance work now as well. Adjusting things like damage, mitigation and evasion is a big part of that. We will be continuing these types of changes we wrap up the pre-release class and archetype balancing and get our solo and group combat experience nailed down.

    Thanks everyone for all of your dedication as beta testers. By pushing the limits of Vanguard you have been a huge factor in making the game as great as it has become. These dramatic improvements are just one example of that process. Please continue pushing us as beta comes to a close and we get ready to go live.
    __________________
    David Forrest
    Senior Programmer
    Sigil Games Online, Inc


    Belows is a laymans version posted by another player.


    Duhn
    Senior Member
     
    Join Date: 2006 Jun

    Re: Attributes Cap questions due to Build 01689 Patch

    Quote:
    Originally Posted by platypus2308 View Post
    not 100% sure myself but i think the racial cap are soft cap .
    so the hard cap is the same for all.
    The terms "soft cap" and "hard cap" are too ambigous to work well in this kind of conversation, everyone seems to understand something different by them. The whole problem would maybe not exist if the term "cap" was not used in 2 different ways here:
    1. There is a "cap" for how high you attributes can be each level (18 x level). You can not have a higher value in any attribute. This is the same for any race. It does not matter where you get that value from (racial stats, items, buffs...).
    2. And there is a "cap" to how much attribute points you can spend on a single attribute per level. This differs by race.

    Quote:
    Originally Posted by platypus2308 View Post
    isn't the +1 bonus to all stats for human too much ?
    i'd say give humans +1 to 5 stats , that would makes possibles one point bonuses difference between the 4 humans race . just my 2cp
    The racial "bonus" to each attributes is really only a bonus to the second type of cap, not stats they get for free. Let's make an example:

    I am a sorceror at the end of level 10, just 1 kill away from Ding 11. I have gotten 20 points for all my attributes during level 10. 6 of those were distributed evenly to all my attributes, raising each of them by 1. Let's assume I want to max my INT.

    Now the racial differences start. We have 14 points left:
    • If I am a Human Sorcerer, the game does not allocate any more points for me, I am free to distribute 14 points. I can put 5 points into INT (5 default + 1 bonus for humans - 1 for the automatic point). I can allocate the remaining 8 points to the other stats, not more then 5 in any of them (again, 5 default and 1 human bonus, minus 1 that has been put in there already).
    • If I am a Dark Elf Sorcerer, the game allocated 2 points in INT for me (and 1 WIS, 1 DEX). I am free to distribute 10 remaining points. I can put 4 into INT (5 default, the racial bonus of 2 has been used up by the automatic allocation, as well as 1 point for each stat).
    • If I am a Dwarf Sorcerer, the game put 0 points into INT for me, but 3 into CON and 1 into WIS. Again I can put 4 points into INT manually (5 default + 0 racial bonus - 1 put in there already autmatically for all races), and can distribute the remaining 5 to other stats.

    So, at the end of our allocation process, the human has 6 more INT (5 manually, 1 automatic for all races), the Dark Elf has 7 more INT (4 manually, 1 automatic for all races, 2 automatic for Dark Elf), the Dwarf has 5 more INT (4 manually, 1 automatic for all races).

    The "cap" (type 1) for INT at level 10 would be 180, same for all races. Meaning I can not have more then 180 INT. To cap INT, the human has to provide 174 INT from buffs, items and starting stats, the Dark Elf needs / can have 173 more and the poor Dwarf needs 175 INT to reach the cap of 180.

    I hope I understood everything correctly and was able to explain it in an understandeable way.

    *Edit* Updated with the 1 point auto allocation to all stats counting towards the cap (type 2).

    Going to try and update the Excel file I made before the day is over then upload it to my site for everyone to view ASAP.

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    Kilim

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    Joined: 1/28/04
    Posts: 546

    If you are not part of the solution, then you are part of the problem.

     
    1/19/07 5:57:52 PM#9
    I just finished updating the Attribute Cap Spreadsheet for MS Excel for Vanguard: Saga of Heroes.
    There is now even a web page version that I uploaded in this website as well.

    All this was done due to the changes made in Build 01689 Patch for Vanguard.

    You can download the MS Excel version here: http://www.sinvida.net/home/modules.php?name=Downloads&op=getit&lid=3
    This version will also enable you to change your level via a drop down list option.

    There is also a web page version that you can view here: http://www.sinvida.net/home/modules.php?name=VSoH-Stats
    The drop down option does not work for this page at this time.
    I will try to figure out how to make the port from Excel to Web page enable the drop down option.
    If anyone can tell me how to do it, it will be much appreciated as well.

    Hope you all enjoy this Very Happy
    (And hopefully Sigil do not make any more major changes that will make me have to update this again.)

     

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    Kilim

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    Joined: 1/28/04
    Posts: 546

    If you are not part of the solution, then you are part of the problem.

     
    1/19/07 7:56:07 PM#10
    Xeon_Xarid notified me of a minor mistake in teh SHaman Base Stats.
    I uploaded the fix and latest files for it.

    All you really have to do is change the following if you do not want to redownload:
    Shaman should be:
    | 30 | 30 | 25 | 35 | 40 | 50

    My File have:
    | 30 | 25 | 20 | 35 | 50 | 50
    Please do not hesitate to contact me for any comments/corrections/etc.

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    geldonyetich

    Apprentice Member

    Joined: 1/15/07
    Posts: 356

    Who is more the troll? The troll or those who feed them?

    1/20/07 12:14:54 PM#11
    The patch message today says that the rules behind the attributes just radically changed:



    The races in Vanguard have new attribute bonuses!

    Starting at level 10 characters start to gain racial attributes. The following table illustrates the attribute bonus attribute points that a character will receive. All characters receive one point in every attribute each level in addition to the bonus points.

    Race
    STR
    CON
    DEX
    VIT
    WIS
    INT
    Varanjar
    1
    2
    0
    0
    1
    0
    Varanthari
    2
    1
    0
    0
    1
    0
    Dwarf
    0
    3
    0
    0
    1
    0
    Dark Elf
    0
    0
    1
    0
    1
    2
    High Elf
    0
    0
    0
    0
    3
    1
    Wood Elf
    0
    0
    2
    2
    0
    0
    Gnome
    0
    1
    0
    0
    0
    3
    Goblin
    0
    0
    0
    3
    0
    1
    Half Elf
    0
    0
    2
    1
    1
    0
    Lesser Giant
    3
    1
    0
    0
    0
    0
    Halfling
    0
    0
    3
    0
    1
    0
    Kojani
    0
    0
    0
    0
    0
    0
    Mordebi
    0
    0
    0
    0
    0
    0
    Qaliathari
    0
    0
    0
    0
    0
    0
    Thestran
    0
    0
    0
    0
    0
    0
    Kurashasa
    0
    2
    0
    0
    0
    2
    Orc
    2
    2
    0
    0
    0
    0
    Raki
    0
    0
    1
    2
    0
    1
    Vulmane
    1
    0
    1
    0
    2
    0

    In addition to the bonus points each race with the exception of the four human races (Kokani, Mordebi, Qaliathari and Thestran) earns 10 attribute customization points per level. The non-human races may spend up to 4 attribute points in each attribute per level. They do not all have to be spent at the same time. At level 11 a character could have spent 8 points total in any one attribute. The human races gain 14 attribute customization points per level and may spend 5 points in a single attribute per level.

    There is no longer attribute gain associated with your class.



    Well, that certainly simplifies things.
    Kilim

    Novice Member

    Joined: 1/28/04
    Posts: 546

    If you are not part of the solution, then you are part of the problem.

     
    1/20/07 5:13:29 PM#12
    An update to the Vanguard: Saga of Heroes Spreadsheet has been updated due to the latest patch last night.
    You can now download and view the latest Vanguard-Stats v2.02.

    Online version:
    http://www.sinvida.net/home/modules.php?name=VSoH-Stats
    Excel version:
    http://www.sinvida.net/home/modules.php?name=Downloads&op=getit&lid=3

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    Kilim

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    Joined: 1/28/04
    Posts: 546

    If you are not part of the solution, then you are part of the problem.

     
    1/23/07 12:59:49 PM#13
    Updated the file to v2.03

    This is due to the Patch notes had a typo mixing Varanjar and varanthari.
    It is now fixed in latest online version and Excel download v2.03.


    Will try to add a way to for users to add their gained Attribute points to spend in next update later this week as I won't be able to play due to Beta Closing and live is not until Friday.

     

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    De_Valos

    Novice Member

    Joined: 9/23/05
    Posts: 23

    "Two things are infinite, the universe and human stupidity; I'm uncertain of the former." ~Einstein

    1/24/07 1:39:29 PM#14
      LVL35 STR CON DEX VIT INT WIS AC Defense HP Energy
    Min stat Halfling 61 76 144 61 51 77        
    Max base stat Halfling 165 180 248 165 155 181        
    Actual stat   87 234 240 168 51 77 1008 2748 3629 1143
          +614 HP 10.2% Melee Critical 53% Health Regen   5.2% Spell Crit 10.8% Melee Mitigation 0.00% Melee Mitigation    
          +23 Resists 5.2% Melee/Spell Evade 16.65 Energy Regen   +363 Energy 2.4% Spell Mitigation 5.66% Spell Mitigation    
              3.36 Mounted Move       21.58% Melee Evasion    
                      7.25% Spell Evasion    
                           
    Min stat Dwarf 61 154 66 61 51 77        
    Max base Dwarf 165 258 170 165 155 181        
    Actual stat   93 299 160 168 51 77 1008 2853 3799 1099
          +785 HP 7.7% Melee Crit 53% Health Regen   5.2% Spell Crit 10.8% Melee Mitigation 0.00% Melee Mitigation    
          +29 Resists 2.7% Melee/Spell Evade 16.65 Energy Regen   +363 Energy 2.4% Spell Mitigation 7.58% Spell Mitigation    
              3.36 Mounted Move       19.57% Melee Evasion    
                      6.03% Spell Evasio    

     

    OK so the above may not be very clear but I thought it might be of interest to some.  I had the oportunity to buff/level two characters to lvl 35 just before the beta ended.  I chose two warriors, a Halfling and a Dwarf to get a feel for which stats are more relivant.  Of note is the Actual stat line, as the buff script auto spent your attribute points.  I found it interesting that the individual who wrote teh buff script allocated all points to Con, Dex, and Vitality.

    Both characters were equipped with near identical gear, the difference was in the weapon equipped.