Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Alchemist Skill Update
GM-Ayu Offline
Uguu!
*****

Posts: 6,450
Threads: 485
Joined: Jan 2008
#1
Alchemist Skill Update
Another class that will receive skill edits in heRO will be the class: Alchemist.


[Image: zuAR1ll.png]

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

[Image: FonBa9N.png]

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.
11-03-2020, 09:03 PM
Website Find Reply


Messages In This Thread
Alchemist Skill Update - by GM-Ayu - 11-03-2020, 09:03 PM
RE: Alchemist Skill Update - by Peeka~ - 11-06-2020, 09:21 PM
RE: Alchemist Skill Update - by GM-Ayu - 11-19-2020, 05:53 PM
RE: Alchemist Skill Update - by GM-Ayu - 12-01-2020, 02:40 PM

Forum Jump: