New Statistics in Aardwolf Ver 2

Summary
Version 2
Version 1
   There are 6 statistics on Aardwolf: Strength, Dexterity, Intelligence, Wisdom, Constitution, and Luck.
Only 5 stats - no Luck.
   Aardwolf is now a stats-based mud - everything that you do will be affected by your statistics. All skills and spells (even potions) have been converted.
Most things depended on level, skill %, HR and DR. Stats mattered mostly when levelling.
   Every stat now has a final maximum of 200, regardless of race. However, it is almost impossible to max any stat, much less hit 200 in every stat.
Each stat had a max of about 18, depending on race, and most people maxxed out stats by level 15.
   Your stats are capped at your current level - a level 50 can only have 50 strength - to get 200 strength, you must be level 200+.
  <Stat cap> = <your current level> or 25. (whichever is higher)
The max at level 1 was the same as at level 200.
   Bonuses from equipment and spells go up to +50 (and possibly beyond).
Eq and spells gave a max bonus of +12.
   It gets harder to improve a stat the higher it goes: 2 trains before 70, 4 trains after that, and so on.
Fixed cost to train. (Note: 1 old train is the worth the same as 2 new trains - see later.)
   Different races now find it easier(less number of trains) or harder to train different stats. [Nice table!]
Different races had different maximums.
Significant things that will be covered elsewhere:
  How do stats affect skills?
  Masteries? What are they?
  What should I train?
  Races in Aard Ver. 2.
  Conversion process of existing pfiles.
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(1) Aardwolf now has 6 statistics: (* = Changed in V2)
Strength (STR):
Affects: (1*)Damage done by weapons. (2)Hitroll/Damroll. (3)Weight carryable.
Primary stat of: Warrior, Ranger, Paladin.
Useful for: Warrior types. Those using physical attacks.

Dexterity (DEX):
Affects: (1*)Avoiding hits. (2*)Number of weapon attacks. (3)Number of items carryable
May affect: (1)Moves gained when levelling. (2*)Chance of hitting mob.
Primary stat of: Thief.
Useful for: Warrior types, esp "Tanks" (the mob's target). Those with multiple attacks.

Intelligence (INT):
Affects: (1*)Spell damage. (2)Improvement when practicing. (3)Chance to improve by usage.
May NOT affect: (1)Mana gain when levelling.
Primary stat of: Mage.
Useful for: Offensive magic users especially. Everyone when practicing.

Wisdom (WIS):
Affects: (1)Pracs gained per level. (2*)Defensive spells. (3*)Defense against spells.
May affect: (1)Mana gain when levelling.
Primary stat of: Cleric.
Useful for: Magic users. Defensive spell casters. Everyone when levelling.

Constituion (CON):
Affects: (1*)AC and damage reduction (2)HP gain per level.
May NOT affect: (1)Moves gained per level.
Primary stat of: Psi.
Useful for: Warrior types, esp. "Tanks". Everyone when levelling.

Luck (LUCK)*:
Affects: (1)Spells. (2)Attacks. (3)Dodging. (4)Damage. (5)Levelling. (6)Everything.
Primary stat of: Nobody (yet).
Useful for: Everyone. Spend the occasional train on it.
Everyone's pfile has been converted to start with 10 luck.
Levelling bonuses:
 (1)Bonus train [luck% to get one ----successful----> luck/5 chance to get another ---> luck/10 to get a third]
 (2)Bonus stats [(luck/20)+5% chance to get a bonus in each stat. Calculated 6 times (because 6 stats).]


(2) Aardwolf is now stat based:
  Previously, stats only affected combat and spells indirectly. Combat was based mostly on HR/DR (Strength), AC (Dexterity), and spells based only on Percentage Learned. In practical terms, this didn't matter since the HR/DR bonus from strength was really low, and AC quite useless.
  Now, stats will affect everything directly. (Eg. Dexterity affects your success of dodging, rather than affecting AC). And since the maximum in a stat is much greater, there is a much larger range of effects. What each stat does is above.
  Also, CON and WIS, which previously mattered only when levelling, now affect daily combat as well.
  Even spell effects from quaffing and spells cast on you depend on your stats! Eg. Sanctuary protection is based on your wisdom.
  • See how stats affect skills.
  • Poohbear's recommendation:
    (1)Get stat-enhancing eq, rather than HR/DR/Saves eq.
    (2)Train stats rather than HP/Mana/Moves.

    (3)Maximum of 200 in stats:
      Basic Premises:
    1. Each stat has a max of 200.
    2. It will be very very hard to max out one stat. (3000+ trains!!)
    3. It is nearly impossible to max out all stats.
      Therefore:
    1. Give up the idea of maxxing out all stats.
    2. You must choose which stat(s) you want to train more.
    3. Because different skills and classes need different stats.
      Comparing the old and new:
    1. An old stat of 30 is NOT the same as a new stat of 30!
    2. New stats are generally worth LESS - less weight, less practices gained, etc.
    3. New stats may be worth SAME or MORE at the lower values (Below 20).
    4. A rough approximation:
      Old statNew stat needed
      15
      8-15
      20
      19
      25
      34
      34
      50
    5. On the other hand, you can get much higher bonuses under the new stats.
        Eg: 70 wis gets you 11 trains, impossible under the old system.
      Decision point:
    1. Emphasize 1 or 2 stats? [good for single classers & specialist multiclassers]
      OR
    2. Train all stats equally? [good for questies & stand-alone multiclassers]
      We'll discuss this more later, once you understand the other stat changes.
    Poohbear's recommendation:
    (1)Get all the stat eq you can find.
       - Because the old "+12" limit from stat and spells is much higher now.
    (2)Every class still needs a basic level of certain stats (eg Wis, Int, Con).
    (3)Note the various "key levels" of stats, then train up and stop at those key levels.
       - Eg. Number of pracs jumps at Wis 18 and 26, so stop here, not at 17 or 25.
       - Eg. Increases in skill improvement happen at Int 30 and 39.

    (4)Stats are "capped" by your level.
    Help Newstats
      "There is also a maximum based on level - your maximum natural value in a stat and your maximum affected by eq/spells cannot be more than your level."
      "For example, at level 30 you cannot have more than 30 natural strength and 30 from eq/spells giving a total of 60. At level 1-25, the maximum is 25 rather then being based on level (which would leave a level 1 only being able to get 1 str)."
    "Capping" - another new concept.
      This will affect mostly lower level characters, especially the supernewbies. It simply means that lower level characters will never have higher stats than higher level ones, no matter how much they quest and get bonus trains.
      At higher levels, it will be quite hard to hit the stat cap, because you won't get enough trains to go around your stats. Even if you train only 1 stat, it will cost more trains as it gets better (see later), so the stat cap will overtake the number of trains you get when you level.
    Poohbear's recommendation:
    (1)Use "cap", not "max", to mean you've hit your level limit in a stat.
    (2)The "cap" isn't important once you go beyond level 50 or so.
    (3)It affects mostly supernewbies, who should save their trains for future
    levels once they hit the cap (instead of training HP).
    (4)If you plan to SN, a good time to move beyond level 25 is after
    you've capped all stats, and have about 20-40 trains spare.

    (5)Spell and Eq bounses.
      You would already have read a hint of this under HELP NEWSTAT file in the "cap" section above.
      Instead of a fixed "+12" max from spells and equipment, the limit now depends on your level, same as that for training stats.
       I.e. <Maximum bonus from eq> = <your level> or +25, whichever is higher.
      Unlike the cap on training stats, hitting the cap on bounuses is unlikely at all levels. This is because eq itself has a limit on bonuses. (Eg. A lvl 1-10 item can only have +1 to a stat). With a minumum of +25 at all levels, you will be unlikely to hit the bonus cap unless the clans start producing stat eq.
      There have been rumours going around that the bonus max is +50, not +200. As you may have guessed, nobody so far has gotten enough eq to test that rumour out, so it doesn't matter, does it?
    Poohbear's recommendation:
    (1)Nothing new! Just keeping getting all that stat eq!!

    (6)Variable training costs.
    From Help Newstats
    1. The basic cost to train 1 stat 1 point is 2 training sessions. You will gain 2 trains per level so this is equivalent of 1 old train per stat.
    2. The higher a stat goes, the harder it will be to train. For example, once you hit 70 in a stat, it will start to cost 4 trains to increase.
    3. You get a bonus of 5 points for (i)Your class prime stat and (ii)each Tier.
      This change make it very expensive to max out any one stat, because of the increasing costs as you improve.
      On the other hand, getting a "base" level in most stats becomes comparatively easier. Since it costs only 2 trains for any stat up to 70, you should be able to get a level of 30-40 in all stats quite easily by SH.
      On the other hand, some stats are less important (eg Strength for a Mage), so it would still be better to spend 4 trains on Int rather than 2 on Strength for a Mage.
    Poohbear's recommendation:
    (1)Everyone should get a decent base level in these stats.
    LevelWisIntConLuck
    25
    8
    12
    8
    10
    60
    18
    19
    16
    20
    100
    26
    26
    22
    25
    100+
    ?
    ?
    ?
    ?
    These refer to non-primary stats. Primary stats should be higher!
    These are the BARE minimums, designed for single classers.
    Remorts should aim 8 points or 1 step(next line) higher.
    (2)Single classers should concentrate on their prime stats (1 or 2).
    They will most likely have to group to level fast.
      [ See page about training in V2]
    (3)Multiclassers, Rangers and Paladins should still have 2 to 3
    prime stats, but be more balanced. Having more trains will help.
      [ See page about training in V2]
    Cost to improve a stat
    Stat aboveTrains
    1
    2
    70
    4
    ?
    ?
    ?
    ?

    (7)Races and stats
    From Help Newstats
    Races have modifiers for each stat. For example, a giant has -2 strength cost and +2 int cost. This means that 2 will always be subtracted from the cost to train strength and 2 will be added to the cost to train int. A cost can never drop below 1.

    Table of racial stat modifiers. [Negative numbers are better.]
    Race

    Str

    Int

    Wis

    Dex

    Con

    Luck

    Total

    Note:
    Centaur

    -2

       

    2

       

    0

     
    Diva

    1

       

    -2

    1

    1

    1

     
    Drow    

    1

    1

    -2

     

    0

     
    Dwarf    

    1

         

    1

    R Magic
    Eldar

    2

    -1

    -2

         

    -1

    R Magic V Slash
    Elf

    1

    -2

       

    1

     

    0

     
    Giant

    -2

    2

    1

     

    -1

     

    0

     
    Half-Griffon  

    -1

           

    -1

     
    Halfling

    2

     

    1

    -1

    -1

    -1

    0

     
    Human            

    0

     
    Lizard

    -2

       

    2

    -1

    1

    0

     
    Quickling

    2

    -1

    1

    -2

     

    -1

    -1

    V Magic
    Ratling  

    -1

    1

    1

    -1

     

    0

     
    Shadow

    2

    -1

    -1

     

    2

     

    2

     
    Sprite

    2

    -1

     

    -2

    2

    -2

    -1

    R Magic
    Triton

    -1

    2

    2

     

    -2

     

    1

     
    Troll

    -1

     

    2

    1

    -2

    1

    1

    R Pierce
    Vampire

    -1

     

    1

    -1

     

    1

    0

     
    Wolven    

    2

    -2

    -1

     

    -1

    Hunt
    Comments:
    (1)Races can be divided into 3 types:
      (a)Warrior biased [Eg: Giant]
      (b)Spell caster biased [Eg: Shadow]
      (c)Balanced [Eg: Half-Griffon]
    (2)There isn't any race that is spectacularly better.
    (3)The differences may seem great, but they actually aren't!
    Eg: Take training 2 stats to 100 and the rest to 40.
      Cost without modifiers: 876 trains.
      Cost with -1 to 1 stat(at 100): 791 trains.
      Savings = 85, which may seem a lot, but is < 10% of total.
    (4)The difference will be even less because other stats will have "+" modifiers.
    (5)Therefore, don't think too hard over the stat modifiers.
    (6)And also consider their skills/resistances/vulns when choosing a race.
    (7)And remember, when you need a stat, you need it. Train it.
    Don't ignore it completely just because it's got a +1 or even +2.
    (8)Lastly, a "-2" is only "-1" until a stat hits 40. (Because minumum cost is 1).
    For a more complete discussion, see the page on Choosing a Race.
    Poohbear's recommendation:
    1)Don't worry too much about racial modifiers.
    2)Train what you need to.
    3)Good races for:
    Warriors: Giant, Wolfen, Vampire, Triton, Troll.
    Spell casters: Shadow, Eldar, Half-Griffon, Sprite, Elf.
    Balanced/Remorts: Half-Griffon, Vampire, Dwarf, Ratling.

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