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How do you think things like HP/MP will be worked out?Follow

#1 Aug 26 2009 at 5:59 AM Rating: Good
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Please forgive me if this has already been touched upon, but I didn't see it on the first few pages and I am a bit curious. I made a small comment about this in a different thread the other day but it was not asking peoples opinions so I thought I would do just that.

When they said that there will be no levels and your character will grow with the skill of the weapon they use it got me thinking...How will you gain HP and/or MP?

To me it sounds a bit odd to say that if you have capped skill on one weapon(lets say for arguments sake it is a sword) you will have 1500 HP, however if you were to put your sword in it's sheath and pick up a different weapon that is fairly new to you all you HP goes away.

Has anyone else played a game that has used a similar method that they are talking about with 14 that can shed some light or will this be completely new to everyone?

Inform or speculate away please.
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#2 Aug 26 2009 at 6:11 AM Rating: Decent
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Yes i think that's exactly how it will work. I am sure there will probably be a cooldown or a gap so that it is not abused, similar to level sync.

However yes because if you were to level up sword + shield(tank) and get tons of hp then change to a staff for healing then you would be incredibly unbalanced if they never took away the HP.

I am sure it will function the exact same way jobs did but instead of a tangible job it will be a "class" associated with a weapon.
#3 Aug 26 2009 at 7:24 AM Rating: Excellent
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my guess is that hp and mp will be tied to armor and spells and abilities will take a % of your mana (or base mana) so that hybrids of sorts can still exist and function properly.

just a guess though.
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#4 Aug 26 2009 at 8:50 AM Rating: Good
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The percentage system is one of the more plausible theories I've heard. You might be a warrior with 500/1000 HP and 20/20 MP, and when you change to a healer your stats switch to 250/500 HP and 200/200 MP. You fire off a couple cures which use 50 MP and heal you fully, so when you switch back to warrior you have 1000/1000 HP and 15/20 MP.

Problems, though... if stats switch proportionately between classes, what's to stop a high-level warrior from keeping his healer at level 1 and healing himself anytime with one or two cure 1 spells? What would be the advantage of leveling the healer?

I'm clueless on this one.
#5 Aug 26 2009 at 9:01 AM Rating: Decent
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Problems, though... if stats switch proportionately between classes, what's to stop a high-level warrior from keeping his healer at level 1 and healing himself anytime with one or two cure 1 spells? What would be the advantage of leveling the healer?


Cost efficiency could be determined by your curative skill levels. i.e., at lower levels, a cure would only return 5% for 5% MP. At higher levels, you might get 5% HP for 1% MP, and access to higher level cures that give 50% HP for 25% MP, etc.

But personally I suspect stats are going to be gear based, leve based, or a combination of the two (though there's really not much difference between the two). Still seems likely to me that the points you get from completing leves will be applied to "learning" stat bonuses from equipment that you're wearing.
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#6 Aug 26 2009 at 9:03 AM Rating: Excellent
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HP capping down kills the advantage of having mage leveled, which is the opposite of what they want to pull off. More likely it will be based on total points put in any melee or mage path.
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#7 Aug 26 2009 at 9:03 AM Rating: Decent
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I agree with the idea that it will be the same as switching your job in FFXI when you change weapons. It makes sense that the HP/MP would work the same as a job switch. However, what concerns me is how will skilling/leveling up affect your HP? I find of find it difficult to grasp that leveling my sword skill will raise my hp. what if I level up shield? does it affect my hp? if I hold a sword and shield, do they both affect it?

hm.
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#8 Aug 26 2009 at 9:14 AM Rating: Good
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prolly armor/gear based rather than weapon, they also mentioned somewhere that the difference in stats between noobs and seasoned players won't be as big focusing the game more on player skill.

Edited, Aug 26th 2009 1:15pm by shintasama
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#9 Aug 26 2009 at 10:27 AM Rating: Excellent
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The percentage system is one of the more plausible theories I've heard. You might be a warrior with 500/1000 HP and 20/20 MP, and when you change to a healer your stats switch to 250/500 HP and 200/200 MP. You fire off a couple cures which use 50 MP and heal you fully, so when you switch back to warrior you have 1000/1000 HP and 15/20 MP.

Problems, though... if stats switch proportionately between classes, what's to stop a high-level warrior from keeping his healer at level 1 and healing himself anytime with one or two cure 1 spells? What would be the advantage of leveling the healer?

I'm clueless on this one.


I would probably put it more in that a character has say 100 base mp at any given point. Armor adds more to that. Abilities and spells cost a % of your base mana (ie strike of doom costs 10% base mana (10 mp), cure I costs 25% base mana (25 mp), etc).

Cloth armor would give a ton of mp. while plate armor for ex would give less mp. Therefore, you get a white mage type character with say 500 mp who can cast spells that cost a % of base mp (still cure I costing 25 mp) much more effeciently then the warrior who has 200 mp and runs out of mp much faster and limits their damage capabilities by doing so.

These numbers are obviously made up, but the point is that by manipulating mana costs and mp gains from armor you can have dd jobs able to dps effeciently and still have the option of healing, albiet at a much lower effeciency and longevity than a whm type job.

Edited, Aug 26th 2009 2:28pm by KacesofCaitsith
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#10 Aug 26 2009 at 10:38 AM Rating: Decent
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I think Kaces has a really good idea of how things will work. I think stats will be determined almost entirely by gear (since we have no levels). This seems like a really good option, and one that I wouldn't mind playing with either.
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#11 Aug 26 2009 at 11:39 AM Rating: Decent
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I like Kaces idea. I'm not sure Squeenix would implement it though. It doesn't really seem 'like them' IMO. Were there any unique ways that their earlier games incorporated an HP/MP system non reflective of level/skill?
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#12 Aug 26 2009 at 12:04 PM Rating: Good
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I think HP/MP (and most other stats) will be determined by armor, but armor will be equipable only if your combats skill are high enough. Like say, maybe you spend all your time healing, +mp +mnd gear will have a healing skill req, so no big. A pure warrior will not be able to eq this, and will probably be made to wear something with +dex or +str (dont forget +hp !)with a req of a combat skill (maybe small weapons(dagger katana) and bow skill makes agi, etc... you get the idea)
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#13 Aug 27 2009 at 6:15 AM Rating: Decent
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shintasama wrote:
prolly armor/gear based rather than weapon, they also mentioned somewhere that the difference in stats between noobs and seasoned players won't be as big focusing the game more on player skill.

Edited, Aug 26th 2009 1:15pm by shintasama


I hope it is this way. I like the concept of skill mattering more than luck.
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