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Silver Fox said
Exactly xDEhehh more math. XD fix later brain hurt going to bed and pass out four another five hours


Hahah it's just basic adding. Either way we'll come up with something if you want.
DAWNSTAR said
So, let me get this straight. Going up to eleven cost one point if it from ten while going to twelve cost two points if the attribute is eleven?

Yes. This is to prevent players from starting off too powerful by dumping off parameters they'll never use, aka "min-maxing." Every time you level up, you will be able to increase your parameters, so really creating that big gap of values between what you do and don't need will be more and more prominent as you progress.

Silver Fox this will help you too. This chart shows the total cost of changing any one Parameter from 10 to a number on the left side of the chart.
The values on this chart do not stack vertically in any way.
Parser said
May I see the system?


You can see everything there is to know (so far) by referring to the 2nd post in this thread, labeled "The Dark Star Glossary & Information"
Konica said
Would my character's katana be STR-based or DEX-based? Or both?


Every melee weapon will stack on at least a minute amount of both. However, every weapon group will follow general trends, and each individual weapon will differ from others of the same group. It really ends up coming down to the individual case. Basic katanas (like the one you'll most likely start with) will probably be well-balanced. I can see it favoring DEX, but not by as much as something like a Dagger or Bow.
Exotic Weaponry are weapons that are too unique or rare to be grouped with general weapons. Every character's Personal Skill tree will have a section devoted to an exotic weapon, in that your character can train themselves to be proficient in that individual weapon. Exotic Weapons can range from common but unfitting weapons to the other groups such as a Halberd, a weapon that is a rare and specific modification of an existing weapon type such as a Nodachi, or something nobody has ever seen before. If your character doesn't start with an exotic weapon (which nobody does so far), you can effectively leave this section of your tree "blank" until you come across an exotic weapon you want to invest in.

Additionally, you can "abandon" an exotic weapon from your skill tree, your character no longer is proficient in it, and that section of the tree is now "blank" again and can be devoted to a different weapon. But since learning an exotic weapon takes time and training, you do not get all the points invested into your first exotic weapon back when you abandon it.
Silver Fox said
I sadly still don't get it ^^; as I said I'm not good with stats. Last one I did of these simply allowed us to take away a point to add it to another stat so it equaled the total amount before. (For example here it be 90 points) but this is too confusing for me. So sadly I think I will drop out. I'm much too sick and tired to do math. XD


Well you don't have to drop out because of it! Think of it this way: Each point up is worth one more than the one before it.

If you want, you can let Mercury or I arrange your parameters in a way we think you might like.
Silver Fox, remember that each score above 10 costs the resulting score minus 10. This is tallied individually. So every next score above 10 assumes you paid for the score before it as well. And reducing from 10 only gives you 1 point per score. Here I'll list out your set up and how much each parameter costs or gives you:

VIT 15 (+1+2+3+4+5=15)
CON 16 (+1+2+3+4+5+6=21)
STR 6 (-4)
DEX 3 (-7)
AGI 3 (-7)
ATT 15 (+1+2+3+4+5=15)
INT 8 (-2)
FTH 16 (+1+2+3+4+5+6=21)
PRC 8 (-2)

If we add up the costs:

+15
+21
-04
-07
-07
+15
-02
+21
-02

= +50

You want your final cost to equal exactly zero.
Like Mercury said, we're just about done. We've made some entry-level skills for just about every field we can think of for magic and weaponry. Some weapons you'd think should be there aren't, because of an Exotic Weapons system we're working on as well. We also put out generic stuff for Core Skills, which is really a miscellaneous pool of useful skills. Combat Skills will be things like general combat proficienies, as well as special maneuvers blah blah blah. Crafts is pretty self-explanatory, //MAKING// things. I decided to pump out what we have for Smithing, particularly metal-working. And again, Personal will be things only your character can do. Which we will work with you guys individually for when everything else is complete.

Otherwise, good night guys, and thanks for sticking around while we work on this. It's nice to see people not losing interest over time.
Whisket said
fried my processor


Let us all partake in a moment of silence for our fallen brother.
MercuryHg34 said
Looks good, I'm liking all of the diverse and interesting characters! And so everyone knows, at the pace Light and I are working we should be ready to set up your characters' stats by tomorrow.


Especially since neither of us have work tomorrow.
Tower-Bow represent
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