Hi KMonster,
thank you for the details. i have played bane 20 years ago, and then again 10 years or so ago, and i am also a min-maxer like you. i like to know how ingame stats come to be. i agree it's a very unbalanced game, but still a testament of the late 80's/early 90's (my youth) to me, so recently i pulled out bane again.
i seek further clarification on what you wrote on mana pool calculation & mana regeneration, for both bane and dsavant (in the wizardry Vii thread). i also use Mad God's utility to view stats on bane. have not advanced to dsavant playthrough this time round yet.
A) regeneration first. if i created a wiz6 char the highest regen rate i can have is class base +1, with vit 16+. i am aware the calculation is different in dsavant, max being class base +2. what i want to know is what happens after you transfer to dsavant, and begin play? is the regen recalculated again based on your beginning class (last spinned class in bane) & beginning stats in wiz7 or does the system still use your wiz 6 set mana regen?
B) and what about when transferring from dsavant to wizardry 8? is the method of initial calculation the same as as in wiz7?
i have not played wizardry 8. i intend to, eventually.
C) your formulae for level-up mana pool gains for wiz 6 seems very clearly laid out. what about the starting pools? of course this is not really important, but just curious, if u test by creating a priest with 2 starting spells, and eg. you choose both make wounds and heal wounds in the Magic Realm, you can start off with either 6 or 7 points. I don't know if other figures may be possible. Do you know if any particular stat affects this variable, or if it is just random over a set range?
D) what about mana pools for dsavant? do u have the exact calculations for both starting pools and level-up gains (both the generic amount across all realms and the extra on a realm if u pick a new spell)?
thank you if you have time to check/answer all of these. if not, questions A & B on regen seem more important, since HP/Stamina/Mana Pools/skill points/miss%/etc. etc. are 'open-ended' since you seem to be able to spin an unlimited number of times to achieve whichever end figures you might desire. or hit a cap. well maybe miss% requires a bit of engineering.
ps. do u think static carrying capacity in wiz 6 was really intended- i have read some consider it a bug but i'm sure the current figures here can easily be recalculated and changed with some other editor.
Last edited by Magnakai; 20-10-2011 at 01:25 PM.
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