Alchemist Skill Update - Printable Version +- heRO-Server Forum (https://www.pandoraonline.net/forum) +-- Forum: Game Related (https://www.pandoraonline.net/forum/forumdisplay.php?fid=1) +--- Forum: General (https://www.pandoraonline.net/forum/forumdisplay.php?fid=2) +--- Thread: Alchemist Skill Update (/showthread.php?tid=30632) |
Alchemist Skill Update - GM-Ayu - 11-03-2020 Another class that will receive skill edits in heRO will be the class: Alchemist. Creators are super powerful- why change them? Creators are super powerful. On the other hand, Alchemists are not. Alchemist has almost no presence. They can somewhat heal via potion pitcher including SP, but most parties will much rather prefer dancers or profs for SP since every blue pitcher is technically 2500z. The equipment protections are handy, but they are more cast-then-log-off for the specific mvps and that is it. Acid Terror and Demonstration are a total waste of resources better saved for the eventual Acid Demonstration as a Creator. Marine Spheres are not reliable even with heRO's changes, and plants do not scale at all. Even as an auto-cast build, plant's inaccuracy makes it difficult for them to be a source of attack spam. Alchemist got Homunculus, but they also suffer a lot of problems. They can't be influenced by gears so they perform just as well in 2020 as their release date in heRO back in the 2007s. They can't keep up anymore after 13 years of monster/gear updates, while the homunculi have essentially 0 change since. Out of the 4, only Lif and Vanilmirth are remotely usable, and Lif suffers the same problem as Alchemist being a total struggle until she's usable on high intimacy and evolved. Homunculi can also suffer from insane RNG with low rolls, resulting in needing to restart due to low stats. Time for Quality of Life Update heRO will not change any fundamentals of Alchemist like what we did to Ninja, but it's time for some quality of life update so that these other aspects of the alchemists are manageable or removed altogether. The Changes- for the Alchemist Player Demonstration Now uses "Small Flammable Flask" item as the catalyst, which is purchasable from NPC stores (200z). Skill ratio: 100 + 20 per skill level => 100 + 40 per skill level Its main problem is to require expensive material for lackluster effect. We believe that a change to an npc item with a small boost should be quite sufficient. No one thinks about price of blue gems much, so a cheap 200z item as the cost should be good. Demonstration can now be used much more liberally as a part of pre-casts and a mobbing skill in grinding. Bottle Grenade is now used exclusively for Acid Demonstration. Acid Terror Now uses "Small Acid Flask" item as the catalyst, which is purchasable from NPC stores (100z). skill ratio: 100 + 40 per skill level => 100 + 60 per skill level Armor break ratio: 3:7:10:12:13 to 4:7:10:13:16% Acid Terror is given a small boost in damage, but also a slightly improved armor break ratio. While that's not going to change minds in pvp any time soon compare to just kill them (and break their stuff) with Acid Demonstration, it'll allow alchemist in parties some ways to contribute more than just using puny level 3 bolts (or Elemental Sword, and that's considered very well geared.) The damage is not terrible, and the break chance will serve as a def debuff, further giving alchemist more supportive possibilities in a party. Its cheap cost for ammo should allow it to be spammed without being a big issue. Acid Bottle is now used exclusively for Acid Demonstration. Summon Marine Sphere For every 15 points of max HP you possess, add 1 HP to your Marine Sphere for every level of Summon Marine Sphere mastered. (At max level of marine sphere, the sphere inherit a third of your max HP.) Marine Sphere is given scaling in its Hit Point so that its explosions can actually be threatening for an Alchemist that is built for it. Bio Cannibalize For every 5 points of STR you possess, add (skill level of Summon Flora) STR to your plants. For every 5 points of AGI you possess, add (skill level of Summon Flora) AGI to your plants. For every 5 points of INT you possess, add (skill level of Summon Flora) INT to your plants. For every 5 points of VIT you possess, add (skill level of Summon Flora) VIT to your plants. For every 5 points of LUK you possess, add (skill level of Summon Flora) LUK to your plants. For every 15 points of HIT you possess, add (skill level of Summon Flora) DEX to your plants. For every 5 points of ATK you possess, add (skill level of Summon Flora) atk to your plants. For every 10 points of max HP you possess, add (skill level of Summon Flora) max HP to your plants. (At max level of plants, the plants inherit roughly half of your max HP) Plants are given massive scaling abilities based on your stats, so that the plants will resemble your build. Primarily, since they inherit a part of your HIT, plants got a much better chance to hit their target to do autocast abilities, or straight up serve as living turrets if your own ATK is sufficiently high. Plants may contribute for you regardless if you are STR or INT build. Quality of Life Improvements- for the Alchemist Player Potion Pitcher If you don't have regular red/orange/yellow/white/blue potions but you have their corresponding Light version of the Potion, Potion Pitcher will still work by pitching Light version of the Potion instead. The game will prioritize pitching "fat" potions before Light Potions. Light Potions do not affect the healing values of the skill at all. Twilight Alchemy 2 & 3 No longer requires specific party members for the brewing skill to work. Once you are linked and you got the materials, all 3 Twilight Alchemy skills can be used. Revamped Equipment to Accompany Skills Red Square Bag and Red Ether Bag will be repurposed to focus on Bio Cannibalize and Summon Marine Sphere respectively. They will be turned to Alchemist exclusive, but no longer trans-locked. Red Square Bag provides MASSIVE raw ATK boost so that your plants hit harder, at the cost of lowering your own damage via your physical skills. Red Ether Bag provide you with the level 1 Fire Bolt and Magnum Break to trigger your Marine Spheres, while also providing you a lot of raw HP to make your spheres bigger. Each of the bags provide you a chance to restock on plant bottles and marine spheres as well (instead of their original farming effect.) The Alchemist Card Combo will also have a totally new effect, so that it actually does something instead of being a questionable farming tool during shrooming hours. **New combo effect:** STR + 5 DEF + 5 Maximum HP and SP + 9% Inflict 20% more damage with Acid Terror and Demonstration. "Zipper Bear" cards no longer drains SP on attack. [Alchemist Class] ATK + 30 When dealing Physical Damage, there is a 10% chance to automatically cast Level 1 Acid Terror on the target. If the user has mastered the skill at a higher level, cast it at that level instead. Manual decard options will be offered by the GMs for Red Square Bag, Red Ether Bag, and any equipment that has Baby Leopard Card, Holden Card, Muke Card, or Raggler Card. You will keep the card and the equipment at its original refine. No decard option will be given for Zipper Bear cards, since current usage of the card is almost never related to being part of the Alchemist combo. Homunculus Changes/Bugfix- General In order to have Homunculus catch up to the world of 2020, we will give everyone a general boost in stats, fixing a TON of outstanding homunculus bugs, along with a minor update to some of their skills. Homunculus have 4 variations, but it's widely considered that only Vanilmirth is "usable" in any serious settings: it actually has the best bulk, it attacks from afar to remain safe, and it can benefit off of an ally bragi to cast spells faster to increase damage output. Lif can perform in solo settings with her auto attacks but otherwise cannot do much. Filir and Amistr are completely ignored. We want to change this to balance the strenght of all 4 Homunculi so that the other 3 are caught up to Vanilmirth's strengths. Here are the general changes: Homunculus can now Critical Homunculus can crit via their base luck just like players. This will give the 3 physical oriented homunculi some outs against high def targets, as well as a source of damage boost. LUK stat will have some relevancy to Homunculus now (since monsters can't crit naturally so luk did not even serve as critical defense either.) Watch those Lif obliterate Ice Titans because of 3000 damage criticals! Homunculus have MATK variation now Bug fixed where Homunculi has no variation in their MATK. This is now fixed. This bugfix does indirectly weaken Lif and Vanilmirth, but we took that into account in their specific changes. Homunculus RNG-Protection System Homunculus is very prone to bad RNG. It's disheartening to see Homunculus level up, but not gain many useful stat points at all. heRO will greatly reduce the RNG variation by introducing an auto-reroll system on level up: for each stat that got no gains at all (+0), the game will do an automatic re-roll the odds to see if you can get a +1 to the stat. While it's possible that you still get a +0 in the end, at least you get a 2nd chance. Note that the reroll does not permit you to get a +2 or a +3 in a stat. There is no cost to this. This happens automatically whenever you level up. You will see the notification of the system kicking in within your chatbox. Stat Level Up/Evolution Changes All Homunculus have their level up stat adjusted. In each of their section, you will see all the statistics involved, comparing official (original) stats, and seeing the new heRO stats. In general, all homunculi is getting a stat buff in EVERY category. You will see the standard deviation to have greatly narrowed (aka: less likely to be screwed by RNG), while retaining the potential high ceiling in almost all cases. (Note: don't worry too much about what the statistics mean or how does it work- it may only make sense to the math savvy or those very intune with how Homunculus derive their level up stats. If math is not your thing, focus on just the "mean" which is the average.) Updated AngeAI Ange has updated his AI once again to adjust for all custom changes in order to maximize your Homunculus's performance. This update will come with the Alchemist patch. Do I need to raise a brand new Homunculus for these changes? NO. heRO will provide you 3 re-roll opportunities for your Homunculus once these changes are out, per alchemist. Your Homunculus will keep its name and intimacy, but each re-roll will allow your Homunculus to level up using the new changes instead. It is up to you to decide if you want to utilize all 3 re-rolls, though we worked out the math that in almost all cases, your Homunculus will benefit via the free rerolls. We've provided all the raw math down below using 100,000 simulations of leveling up each. You should decide on your own if your current Homunculus is better than one raised by the new system or not. Vanilmirth Changes Vanilmirth will have no skill changes, but his stats will be changed. Vanilmirth has the greatest variation in stats thus it's very prone to being RNG screwed, ranging from getting +0 or +3 in every single stat possible, with a 33% chance of getting the +0. heRO changes aim to even out Vanilmirth a bit. Vanilmirth's role remains to be the long ranged caster Homunculus of the group. Stat Changes Base stat: no changes **Level up change**: HP: 30 to 150 => 45 to 145 SP: no change **Evolve change**: HP: 1 to 30 => 10 to 30 SP: 1 to 30 => 10 to 30 Any stat: 1 to 10 => 3 to 8 **New HP Statistics**: Original mean 8915.16652 Original stDev 346.5875725419825 Original median 8915.0 Original max 10440 Original min 7563 New mean 9410.529 New stDev 288.7300902393966 New median 9411.0 New max 10617 New min 7974 Original 99th Percentile: 9729.0 New Percentile 2: 10080.0 **Any of the 6 stat Statistics**: Original mean 124.28519 Original stDev 9.054074023690344 Original median 124.0 Original max 164 Original min 85 New mean 137.55824 New stDev 6.515536249958728 New median 138.0 New max 164 New min 110 Original 99th Percentile: 146 New 99th Percentile: 153 In general, Vanilmirth is getting a 14 point increase in every single stat category, which should help out with the bugfix of matk variation. It may still do less damage. Lif Changes Lif also have no skill changes, but we want to raise her other stats more so that she's a bit stronger before you unlock Mental Charge. However, Lif benefits from the ability to crit more than any other Homunculus, due to her having the highest base damage. Lif's role remains the same, except now Luk is a factor to get in more strong critical attacks. Lif should have more bulk now from increased vit, but more importantly increased agi which is more aspd and flee. Stat Changes Type: Demihuman => Plant Now, it is no longer the only Homunculus in PvP to share a race as players such that demihuman equipments apply to it. **Level up change**: HP: 60 to 100 => 70 to 110 SP: 4 to 9 => no change Str: 5 to 19 => 5 to 20 Agi: 5 to 19=> 5 to 24 Vit: 5 to 19 => no change Int: 4 to 20 => 5 to 22 Dex: 6 to 20 => no change Luk: 6 to 20 => 6 to 22 **Evolve change**: HP: 1 to 10 => 10 to 30 SP: 10 to 20 => 10 to 30 Str: 1 to 5 => no change Agi: 1 to 4=> 3 to 8 Vit: 1 to 5 => no change Int: 4 to 10 => no change Dex: 1 to 10 => 3 to 8 Luk: 1 to 3 => 1 to 5 **HP Statistics**: Original mean 7995.10755 Original stDev 117.07506031898932 Original median 7995.0 Original max 8504 Original min 7491 New mean 8989.67832 New stDev 117.35373432902428 New median 8990.0 New max 9519 New min 8479 Original 99th Percentile: 8268.0 New 99th Percentile: 9262.0 Now has similar HP to Vanilmirth, which is more acceptable for a melee fighter. **Str Statistics**: Original mean 85.33514 Original stDev 4.8765847671490254 Original median 85.0 Original max 106 Original min 64 New mean 113.92263 New stDev 4.268525048088726 New median 114.0 New max 132 New min 97 99th Percentile 1: 96.0 99th Percentile 2: 124.0 Lif leveling before mental change hopefully is a bit more bearable with boosted Str growth, now that it has a small chance of +2 per level as well. **Agi Statistics**: Original mean 87.82666 Original stDev 4.806853888235321 Original median 88.0 Original max 107 Original min 66 New mean 139.84393 New stDev 5.737923090519246 New median 140.0 New max 163 New min 114 Original 99th Percentile: 99.0 New 99th Percentile: 153.0 Lif dramatically improved here with a 50 point boost to Agi, giving her much more flee and aspd. Now your damage is not as reliant on the single Int stat. **Vit Statistics**: Original mean 83.32161 Original stDev 4.88072896430976 Original median 83.0 Original max 106 Original min 60 New mean 105.10356 New stDev 3.407781016455512 New median 105.0 New max 117 New min 88 99th Percentile 1: 94.0 99th Percentile 2: 112.0 No change, but the reroll system will raise its stats like so. **Int Statistics**: Original mean 111.14811 Original stDev 6.00229237067281 Original median 111.0 Original max 137 Original min 87 New mean 147.23662 New stDev 5.367319541148129 New median 147.0 New max 170 New min 125 Original Percentile: 125.0 New Percentile: 160.0 Int raised to be above that of Vanilmirth. With its new agi and int growth, an evolved Lif should slap a LOT harder. Remember that Lif is also affected by matk variation because now its minimum atk after mental change will no longer be equal to its max atk, effectively losing out Weapon Perfection as a secret buff. Treat a portion of the Int buff has a compensation factor to it (though there's no denying that overall it's still a huge damage boost.) Math is carefully tweaked so that average is exactly a minimum matk breakpoint at 147, and the 150 threshold is in reach within 1 standard deviation, so 33% of all Lifs will hit it. **Dex Statistics**: Original mean 107.88433 Original stDev 6.077221386233825 Original median 108.0 Original max 132 Original min 83 New mean 126.54059 New stDev 4.1191846436790485 New median 127.0 New max 144 New min 108 Original Percentile: 122.0 New Percentile: 136.0 Small accuracy boost to catch up with the times. **Luk Statistics**: Original mean 92.39398 Original stDev 5.416322841664006 Original median 92.0 Original max 118 Original min 70 New mean 123.71124 New stDev 4.9870879652221625 New median 124.0 New max 145 New min 99 Original Percentile: 105.0 New Percentile: 135.0 We didn't want to give Lif too much Luk since she's the primary benefactor to Homunculus getting criticals, so she has a modest boost in Luk. Filir Filir is supposed to be the flee based homunculus... and by default, it has worse agi than Vanilmirth. We'll rectify that to maintain Filir to be the glass flee-cannon that it is: it is by far the fastest Homunculus with flee and the most accurate; suitable for modern standards, and as long as you can keep its SP up, its damage will be tremendous with Moonlight. Bugfixes Fixed a crucial bug where S.B.R.44 skill ratio is 50% per level instead of 100% per level, which essentially halved its damage. Stat Changes **Level up change**: HP: 45 to 75 => 50 to 85 SP: 3 to 6 => 3 to 8 Str: 4 to 20 => 4 to 24 Agi: 8 to 20=> 8 to 24 Vit: 1 to 10 => 1 to 15 Int: 3 to 19 => 4 to 20 Dex: 4 to 20 => 3 to 27 Luk: 3 to 19 => 3 to 20 **Evolve change**: HP: 5 to 15 => 10 to 30 SP: 5 to 15 => 10 to 30 Str: 4 to 10 => no change Agi: 1 to 10 => 4 to 10 Vit: 1 to 3 => 1 to 4 Int: 1 to 4 => no change Dex: 1 to 5 => no change Luk: 1 to 5 => no change **HP Statistics**: Original mean 5980.68026 Original stDev 88.45385874671422 Original median 5981.0 Original max 6334 Original min 5620 New mean 6724.966 New stDev 102.89384342821563 New median 6725.0 New max 7179 New min 6275 Original 99th Percentile: 6186.0 New 99th Percentile: 6964.0 Standard ~1000 HP increase just like Lif and Vanilmirth, though 1000 HP means more to Filir than the others. It's still by far the lowest HP homunculus. **SP Statistics**: Original mean 485.98694 Original stDev 11.495657916705307 Original median 486.0 Original max 533 Original min 436 New mean 593.9669 New stDev 17.965779473274207 New median 594.0 New max 664 New min 521 Original 99th Percentile: 513.0 New 99th Percentile: 636.0 Added much needed SP fuel so that it won't run out of SP spamming moonlight so soon. **Str Statistics**: Original mean 105.17822 Original stDev 6.0009564026392885 Original median 105.0 Original max 129 Original min 79 New mean 142.574 New stDev 5.798141097317471 New median 143.0 New max 171 New min 117 Original 99th Percentile 1: 119.0 New 99th Percentile 2: 156.0 Now has a strength that is slightly higher than Vanilmirth instead of being behind it, which should boost its offensive power in a much needed fashion. The average has a few points to spare above the 140 benchmark, so over half of Filirs should comfortably reach a minimum of 140 strength in the end. **Agi Statistics**: Original mean 130.93662 Original stDev 5.4946578499710865 Original median 131.0 Original max 154 Original min 109 New mean 166.8683 New stDev 5.223819291751958 New median 167.0 New max 191 New min 146 Original 99th Percentile: 144.0 New 99th Percentile: 179.0 Agi is increased further to be its clear best attribute and highest out of all homunculus. This should give it much better buffer to flee-tank many more possible targets and greatly increase its survival. In our testing, Filir can even flee dodge a tiny bit in Bio3/Bio4 (until they use skills that don't miss, or accuracy boosting gears). It's no fully geared Stalker by any means, but it can definitely match a lot of 99 agi player in its flee. **Vit Statistics**: Original mean 20.80665 Original stDev 3.086681236135428 Original median 21.0 Original max 38 Original min 11 New mean 74.22094 New stDev 4.898267596472703 New median 74.0 New max 94 New min 55 Original 99th Percentile: 29.0 New 99th Percentile: 85.0 Vit is no longer non-existant, though still by far the lowest. **Int Statistics**: Original mean 68.15773 Original stDev 4.9814174079566875 Original median 68.0 Original max 89 Original min 48 New mean 98.25004 New stDev 4.623227632373016 New median 98.0 New max 119 New min 79 Original 99th Percentile: 80.0 New 99th Percentile: 109.0 Not very helpful of a stat, but now it doesn't melt as badly to spells. It can take some low level spellcastings coming its way. **Dex Statistics**: Original mean 102.1749 Original stDev 5.800395368926532 Original median 102.0 Original max 126 Original min 78 New mean 151.0284 New stDev 6.352200952785534 New median 151.0 New max 180 New min 123 Original 99th Percentile 1: 116.0 New 99th Percentile 2: 166.0 The most accurate homunculus with accuracy that matches a typical Sniper, or possibly even better if sufficiently lucky. **Luk Statistics**: Original mean 69.65401 Original stDev 5.0655875791141165 Original median 70.0 Original max 91 Original min 48 New mean 110.60716 New stDev 5.5388359355947 New median 111.0 New max 135 New min 87 Original 99th Percentile: 81.0 New 99th Percentile: 123.0 Luck boosted for some small crit chances, but Filir's damage source should be from skill usage. Amistr The most forgotten Homunculus, due to poor stats, badly planned out skills along with numerous bugs that we've discovered about this Homunculus. Amistr is supposed to be the tank Homunculus, but players are quick to discover that it's anything but tanky even compare to the Vanilmirth caster Homunculus. We aim to fix everything so that it has the highest defense and the strongest HP growth, along with fantastic sustain. Skill Changes Bulwark SP cost decreased to be 20 at all levels. Change the duration from 40s/35s/30s/25s/20s to 60s at all levels. We only did minor touch-ups here since Bulwark affects the Alchemist as well. Adamantium Skin Instead of 2% hp, 5% hp regen and 4 hard def per level, it's boosted to 3% hp, 10% hp regen and 6 hard def per level. At max level, the differences are: 10% max hp => 15% max hp 25% hp regen => 50% hp regen 20 hard def => 30 hard def Skill mostly got a 50% boost in its effectiveness to give Amistr more bulk. Bloodlust Atk boost: 130%/140%/150% => 140%/170%/200% Leech chance: 3%/6%/9% => 100% all levels (constantly activate) Leech amount: 20 all levels => 10+10 per level (20%/30%/40%) Cooldown reduced to 0: skill can be re-casted at any time in case the buff is dispelled for any reason (such as death) Bugfix: -Properly activates when Amistr attacks, instead of when monsters attack Amistr -Properly heals Amistr, instead of healing the attacker of Amistr Old Bloodlust, together with the major bugs, almost did nothing, and when it did, it healed the attacker instead. While the attack buff is nice, Bloodlust should give Amistr a constant stream of small heals (~400 points) on every single attack as the skill is intended to do, giving Amistr a lot of chances to buy time in long drawn-out battles for the alchemist. After a tough battle, Amistr can get a lot of its hit points back by attacking weaker monsters as well. Stat Changes **Level up change**: HP: 80 to 130 => 80 to 150 SP: 1 to 4 => no change Str: 8 to 20 => 8 to 25 Agi: 4 to 20=> no change Vit: 4 to 20 => 4 to 26 Int: 1 to 10 => 3 to 15 Dex: 3 to 19 => 3 to 21 Luk: 3 to 19 => 3 to 20 **Evolve change**: HP: 10 to 20 => 20 to 50 SP: 1 to 10 => 3 to 8 Str: 1 to 10 => 3 to 8 Agi: 1 to 5=> no change Vit: 4 to 10 => no change Int: 1 to 3 => 1 to 4 Dex: 1 to 4 => 1 to 5 Luk: 1 to 5 => no change **HP Statistics**: (Note: this is before Amistr's own passive skill boosting hp and vit contribution for all calculations) Original mean 10624.26759 Original stDev 145.44902234038184 Original median 10624.0 Original max 11291 Original min 10000 New mean 11625.1988 New stDev 202.71813166307805 New median 11627.0 New max 12459 New min 10743 Original 99th Percentile: 10962.0 New 99th Percentile: 12095.0 No reason Vanilmirth has a better HP max than Amistr, so it's been raised to have similar maximum, but Amistr's min HP growth is much, much better. It will clearly have the superior HP count once its passive skill kicks in as well. **SP Statistics**: No meaningful change **Str Statistics**: Original mean 115.9541 Original stDev 5.510785504587234 Original median 116.0 Original max 139 Original min 91 New mean 154.38851 New stDev 5.269480776525951 New median 154.0 New max 178 New min 134 Original 99th Percentile: 128.0 New 99th Percentile: 167.0 Str goes up by a huge margin to be strongest Homunculus in base strength, which actually doesn't mean much since Lif eventually uses int to attack and filir has actual attack skill. But any attack boost is still appreciated. This should give it a visible offensive presence when you are grinding (note that boosted Bloodlust is a 200% modifier) It's still an auto-attacker which means its damage will always be limited, but at least the constant chip will be stronger so it's less difficult to level, and bloodlust heals slightly more now. **Agi Statistics**: Original mean 89.19244 Original stDev 5.815006877850609 Original median 89.0 Original max 115 Original min 62 New mean 110.80307 New stDev 4.514619850333351 New median 111.0 New max 131 New min 91 Original 99th Percentile: 103.0 New 99th Percentile: 121.0 No change to the stat growth, but the reroll system alone will still raise Amistr's agi to be above 100. It's still the slowest homunculus. **Vit Statistics**: Original mean 127.46876 Original stDev 4.77581115059227 Original median 127.0 Original max 149 Original min 108 New mean 160.23724 New stDev 6.26992 New median 160.0 New max 191 New min 132 Original 99th Percentile: 138.0 New 99th Percentile: 175.0 Amistr's vit is supposed to be its best selling point so we are pumping it up. Note that the original is a pitiful 111 which is worse than Vanilmirth's average vit. Amistr is meant to have huge str and vit to make up for its lackluster int and agi, below average luck (which means something now since homun got chances to crit) and mediocre dex. The vit score skyrocketed and hopefully that will provide sheep with the tanking abilities that it's supposed to have compare to other homunculus. **Int Statistics**: Original mean 22.80535 Original stDev 3.0754570330049513 Original median 23.0 Original max 38 Original min 12 New mean 85.61059 New stDev 4.631607104423225 New median 86.0 New max 104 New min 64 Original 99th Percentile: 30.0 New 99th Percentile: 96.0 Int now exists for sheep. Still melts to magic easily but it can probably take magic a bit better. It also gives it bit more SP regen so it can keep Bloodlust up with less blue potion pitcher intervention. **Dex Statistics**: Original mean 84.15256 Original stDev 5.007799539414719 Original median 84.0 Original max 105 Original min 64 New mean 119.95948 New stDev 5.124853243831252 New median 120.0 New max 144 New min 96 Original 99th Percentile: 96.0 New 99th Percentile: 132.0 Much, much more accurate than before, though still a "low" stat in comparison. **Luk Statistics**: Original mean 72.64967 Original stDev 5.067833434561282 Original median 73.0 Original max 92 Original min 50 New mean 102.75299 New stDev 4.704916303429235 New median 103.0 New max 125 New min 81 Original 99th Percentile: 84.0 New 99th Percentile: 114.0 Increased luck now got a small chance to crit, but that is not its main focus anyway. Special Thanks Thank you to Ange who not only developed our Homunculus AI and updated it to use all the new info to adjust behaviors, but also creating all the statistical analysis and graphing tools required for us to make the meaningful stat adjustments. RE: Alchemist Skill Update - Peeka~ - 11-06-2020 Thanks for the hard work! I'm sure my Alchie personality will it! RE: Alchemist Skill Update - GM-Ayu - 11-19-2020 A statistical correction has been made for the report of vit score (before applying any skill passives) for Amistr homunculus. The correction is now in the forum thread and here as well. Again, this is for fully evolved Amistrs at level 99. New mean 160.23724 New stDev 6.269922671110308 New median 160.0 New max 191 New min 132 99th Percentile: 175.0 Note that no actual changes are made ingame: this is purely so you don't always feel like your sheep is lagging behind what should've happened when you do statistics for your sheep's growths. RE: Alchemist Skill Update - GM-Ayu - 12-01-2020 Hey everyone, we're also informing you that Pandelina for alchemist/ninja reset will be here for at least another 10 days until Dec 10. After Dec 10, then GMs will reserve the right to remove her any time without any further notice, so consider this your advanced warning. Use these minimum of 10 days to level your ninjas and alchemist/homunculus! |