Hatchling Cockatrice EA-N A S I R Posted November 21, 2006 Share Posted November 21, 2006 One of the first things I noticed about G4 is that the relationship between class strengths and various statistics is not as obvious as you might expect. This is an attempt at clearing things up a bit. Disclaimer: I haven't played through most of the game, so some of my conclusions may be suspect. The data I do have is solid, however. HEALTH, SPELL ENERGY, and ESSENCE FORMULAS BY CLASS Warr Serv S.T. Life Infl HP (Mult) 10/8 10/8 8/8 7/8 8/8 (Base) 28 30 28 20 20 SP (Mult) 8/8 12/8 14/8 12/8 14/8 (Base) 20 16 28 28 28 EP (Mult) 6/8 6/8 8/8 8/8 7/8 (Base) 10 10 10 10 10 The basic formula for all three stats is: Stat = Base + ((Level + 1) * Int/End * Multiplier) HP uses Endurance while SP and EP use Intelligence. The important thing to note is that the multiplier is far, far more important than the base score, once you are past the first few experience levels. (I am not 100% sure I have the exact multipliers, but they are very close.) EFFECTIVE SKILL DIFFERENCES BETWEEN CLASSES Warr Serv S.T. Life Infl Melee # 11 11 8 3 7 Missile # 9 9 6 5 8 Quick Act. 7 7 3 1 3 Parry 8 8 3 0 3 Battle M. 1 4 1 4 6 Mental M. 1 3 1 3 6 Bless M. 1 4 1 4 6 Spellcraft 0 1 0 1 3 Fire S. 3 1 4 4 1 Battle S. 2 1 4 4 1 Magic S. 2 0 3 3 0 Heal M. 4 2 6 6 2 Intelligence 2 2 4 4 3 This table basically represents several things with one number: (1) Base stats (2) Practical impact of cheaper/more expensive skills for different classes (3) For melee and missile attacks, base Strength and Dexterity stats It basically tells you "For the same investment of skill points, a Warrior will have 5 more points of Parry than an Infiltrator," for example. For #2, if you do out the math, you will discover that the difference between two classes in how much of a stat they can get for a given skill point investment remains relatively constant across any number of skill points. The differences vary depending on how base cost of the skill. That is a simplification, but one that offers a good representation of things. Observations: (1) The two fighting classes get rather significant statistical bonuses related to melee combat. They also get about a 25% HP bonus over the other classes and a sizeable Parry bonus. Large bonuses! The existence of the Servile means that (unlike with the Agent) there is really no reason to make a melee-oriented Infiltrator. (2) The Infiltrator's magic bonus is real, but not gigantic. Compared to the Servile and Lifecrafter, she gets a bonus of about +4 for any given spell. (3) The Warrior is nearly as good at shaping as the shaping classes, especially if you want Fire Shaping. He does however have a 25% essence penalty, and has 2 fewer points in Intelligence. So his creations are good, he just can't have as many. Seems like nice balancing! (4) Despite being awful at magic, the Shock Trooper gets loads of Spell Energy. However, I still can't see any compelling reason to use this character! If you pump shaping skills a Lifecrafter will be better -- it's easy to snag some useful points in magic but you won't have enough skill points to pump all your melee skills to a relevant level. If you don't pump shaping skills much, a Warrior seems like a better deal. (5) If, as suggested elsewhere, the late game creations are very powerful even at low levels, an Infiltrator with shaping skills and high Int might actually be one of the most powerful builds. On the other hand, if the advanced versions (which still require shaping skills of 5 or 6 for the top three tiers) are the best, Lifecrafters will still come out far ahead. Thoughts? Observations? Tomorrow: data on all of the creations. Quote Link to comment Share on other sites More sharing options...
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