I've been thinking alot about the Idea of removing Minimum stat system for a while (before the server went live), in doing so would allow me to rework spells, bring about proper balance and add elements.
It is in my opinion that whilst this would be a HUGE change to the server as a whole, and that the server would be far better off in the long run, the only down side is the kit people have specifically aimed for currently might become ineffective.
Removal of Stats
There are a lot of benefits from this system, but most notable are better balance and less RNG especially when it comes to PvP. With the changes to the way spells work, Weapons would be change the most.
Additional Stats
Most spells would need to be adjusted.
Currently there are at least 3 Random factors that decide the damage out put of most spells which isn't a good, my idea is as follows:
New Spells Calculation (These examples are NOT accurate values)
Monsters
How it effects PvP
Issues
If you are to provide feedback please give an actual reason WHY you like/dislike this rework. Any posts that I feel doesn't provide anything of merit will be removed so that when I review the thread only the constructive feedback will remain.
Note I may have missed one or two things, I will add to this when I remembered them or can explain things better.
It is in my opinion that whilst this would be a HUGE change to the server as a whole, and that the server would be far better off in the long run, the only down side is the kit people have specifically aimed for currently might become ineffective.
Removal of Stats
- Minimum AC
- Minimum MAC
- Minimum DC
- Minimum MC
- Minimum SC
There are a lot of benefits from this system, but most notable are better balance and less RNG especially when it comes to PvP. With the changes to the way spells work, Weapons would be change the most.
Additional Stats
- Out of Combat Health per Second, (Functions similar to health per second but for out of combat, this would be a replacement your current Natural regen mechanic)
- Elements Resistance
- Element Weakness
- Element Attack
- Fire, Wind, Water, Earth, Holy, Darkness.
Most spells would need to be adjusted.
Currently there are at least 3 Random factors that decide the damage out put of most spells which isn't a good, my idea is as follows:
New Spells Calculation (These examples are NOT accurate values)
- Flaming Sword
- Level 0: 20 Damage + 140% of DC as Damage, 50% Physical and 50% Magical. (Or 50% Fire Damage, 50% Physical Damage if I add elements at this point)
- Level 1: 30 Damage + 160% of DC as Damage, 50% Physical and 50% Magical.
- Level 2: 40 Damage + 180% of DC as Damage, 50% Physical and 50% Magical.
- Level 3: 50 Damage + 200% of DC as Damage, 50% Physical and 50% Magical.
- Fire Ball
- Level 0: 3 Damage + 50% of MC as Magic Damage. (Or Fire Damage if I add elements at this point)
- Level 1: 6 Damage + 60% of MC as Magic Damage.
- Level 2: 9 Damage + 70% of MC as Magic Damage.
- Level 3: 12 Damage + 80% of MC as Magic Damage.
- Great Fire Ball
- Level 0: 20 Damage + 50% of MC as Magic Damage. (Or Fire Damage if I add elements at this point)
- Level 1: 25 Damage + 70% of MC as Magic Damage.
- Level 2: 30 Damage + 90% of MC as Magic Damage.
- Level 3: 35 Damage + 110% of MC as Magic Damage.
- Thunder Bolt
- Level 0: 15 Damage + 60% of MC as Magic Damage, Deals 50% More to Undead. (Or Lightning Damage if I add elements at this point)
- Level 1: 20 Damage + 70% of MC as Magic Damage, Deals 70% More to Undead.
- Level 2: 25 Damage + 80% of MC as Magic Damage, Deals 90% More to Undead.
- Level 3: 30 Damage + 90% of MC as Magic Damage, Deals 110% More to Undead.
- Summon Shinsu
- Level 0: 15 Damage + 10% of SC as Magic Damage. (Or Fire Damage if I add elements at this point) (Mir 3 was Illusion/Phantom)
- Level 1: 20 Damage + 15% of SC as Magic Damage.
- Level 2: 25 Damage + 20% of SC as Magic Damage.
- Level 3: 30 Damage + 25% of SC as Magic Damage.
- Cresent Slash
- Level 0: 20 Damage + 50% of DC as Magic Damage. (Element could be decided by equipment)
- Level 1: 40 Damage + 7% of DC as Magic Damage.
- Level 2: 60 Damage + 80% of DC as Magic Damage.
- Level 3: 80 Damage + 90% of DC as Magic Damage.
Monsters
- Monster stats would be displayed via Hunting log, AC, MAC, DC, Regen
- Monsters regeneration would be adjusted, Rather than being % of their max life and require poison. Each monster would be given a Regen value, Green poison would play less of an impact on bosses, as green poison would reduce this value by a 50% instead 100%.
- Since you now know your damage output, and you know the defense the monsters have, A Recommendation section could be made on where it is best to hunt.
- Monsters can be spawned with added stats.
How it effects PvP
- Fights would become alot more skill based rather than hit and hope.
- You would be able to reliably deal the damage you expect.
- You would be able to roughly guess the amount of damage you are about to take and act accordingly.
Issues
- Luck would become redundant as there is no Min and Max range so this would need to be adjusted to something, Increase chance of MassDrop for example.
- People aiming for RedMoonSword for one specific Spell (FlameField), Whilst this sword would have less value, it would increase value on other items.
If you are to provide feedback please give an actual reason WHY you like/dislike this rework. Any posts that I feel doesn't provide anything of merit will be removed so that when I review the thread only the constructive feedback will remain.
Note I may have missed one or two things, I will add to this when I remembered them or can explain things better.
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