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boogiee

Regarding character stats...

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I have a question regarding character stats (Dex, Stam, Con, Str..).  Basically, how are they handled?

 

In SB these stats had a huge impact on your final character build.  Every time you leveled you'd gain stat points to distribute how you wanted.  Since Crowfall is a passive skilling game and not a level based game, just curious how stats are going to be handled.

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We don't really know at this time.

 

I figured as much, but that's also kind of the point of me asking.. I want us to know.  ;)

 

Devs may not be ready to give an answer to this yet but it doesn't hurt to ask.  Plus, I haven't really watched every video out there so there was always the chance I missed something like this.

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I figured as much, but that's also kind of the point of me asking.. I want us to know.  ;)

 

Devs may not be ready to give an answer to this yet but it doesn't hurt to ask.  Plus, I haven't really watched every video out there so there was always the chance I missed something like this.

Nothing missed at all. Most likey you will find small modifiers on gear or through promotion classes... also the advantage/disadvantages system. That will allow you to create good or bad stat builds as you try things out. Then you can maximize your potential and/or fill gaps with gear or other potential enhancement.

 

They probably aren't 100% ready to discuss this, but I could be wrong.

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Temporary stats increase can also come from relics and artifacts (damage, training of combat skill, hunger resistance, etc.) and powers (100% crit. chance from Shield Slam).

 

The stats and powers gained from items and equipment should be way less significant than traditional MMORPGs.

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I find the stat indicator to be a bit archaic, but outside of the obvious, I think intel is mana and spirit is stamina, I'd be happier if they listed offense, defense, speed, mobility, utility and maybe something for resource management.


a52d4a0d-044f-44ff-8a10-ccc31bfa2d87.jpg          Before you criticize someone, walk a mile in their shoes... Than if they're upset, they'll be a mile away, and barefoot :P

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We actually know quite a bit about Attributes - Strength, Dexterity, Intelligence, Spirit and Constitution - and a bit less about Stats, things like Attack Power, Support Power, Crit Chance and so on. Here are a few things we do know:

  • When you start character creation, you are essentially creating a base quality Vessel, which based on it's Race and Class, has certain Attribute values. Example races:

racials.png

 

  • During character creation, you will be able to customize it by choosing Advantages & Disadvantages or Talent & Trait Runes, some of which modify Attributes. Example:

character_customization_1.jpg

 

  • Crafted Vessels of the respective types can also be created which further increase your potential Attributes, such as in this example:

vessel2.jpg
(Thanks to Anhrez for this Vessel image and information!)

 

  • Classes, like Races, have different Attribute levels and modifiers, as seen in these examples:

champion_character_sheet.jpg

myrm_character_sheet.jpg

cleric_character_sheet.jpg

 

  • Each 'Base Class' - Fighter, Mage, Healer or Rogue, which roughly replace the current Roles of Tank, DPS, Support and Specialist, is different in terms of which Attributes modify what Stats. This is not reflected in the above examples but was confirmed to be the case
  • Currently it appears that Equipment, Jewelry and Potions will not modify Attributes, only Stats and Skills
  • Attributes can be increased through Skill Training. The Vessel tree for example has a number of nodes which increase your Attributes

 

Some of the above may currently be out of date or subject to change, but this is generally how it will work.

Edited by Anthrage

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