Psycokino can lift things with their mind! But intelligence doesn’t increase their weight capacity.
Wellp time to start building an evasion or physical defense wiz but start stacking SPR for magic defense. I will become a god… or make that CON wiz like I said in the previous post… either way 
As long as it is unrelated to combat I wouldn’t see the problem with it. Combat wise having it only increase MATK is perfectly fine since physical classes have to spread their points into 2 stats just to be effective.
Be happy it is not like Vanilla WoW, where int increased only your mana pool 
having a wizard class do crit is so broken for now , have you seen some high level wizard classes ?
they melt everything in their way w/o any crit including doing high level bosses with under a 30 seconds " which i think some are buged and some needs to be balanced" if they make the magic crits then the wizard base dmg has to be nerfed which is not fun at all
anyways i could see INT doing more than just raising the magic damage … maybe like giving you 1/4 the sp that 1 SPR gives
You can do anything you want, I doub’t it will effect much since the stats seem to be pretty inconsequential, most of your substats seem to come from your level and class as far as I can see. When they said no hand holding, I didn’t think that meant puting everyone on rails. Pretty much it just seems like…
“total freedom to customise your character (because nothing you do will effect much change from the standard)”
=C
I think stats help a fair bit though. In the topic “Share your stat allocation,” a lot of people were saying that a crit/evasion build really helped with evading enemy attacks. I never seemed to dodge any of the enemy attacks with both leather and cloth armors tested and I was a full INT wiz using just the armors evasion stats. If it had it, nice but it barely helped. If it didn’t, I didn’t notice any real difference.
From what I can tell. A 0% INT Cleric, will still heal (as standard) for half that a 100% INT Cleric will. (Not taking into account Gear/attributes/circles/skill calculations)
0 INT heals… >_>
I really hope I’m reading these substats retardedly… Because that’s on rails as fak.
-_-
So understandably Cleric peeps have been thinking. Sweet! I’ll go all SPR and CON and be indestructable.
IMC’s responce: remove armour attribute Def and Mdef bonuses for Cleric.
-_- well played IMC?
But isn’t a 100% increase from 0% to 100% increase an insane amount? I mean truly, healing already does a ton considering that 5 tiles spawn at level 5 but I’d assume that the increase is a significant difference? Going Full SPR and CON would be useful for sustain and spell spam but if you’re a full support, going full INT would be very good.
Imagine a situation where your heals only heal 25% of a person’s HP bar with each cast with 0% INT. This by standard is already very amazing however you’d be using up both casts and still not fully heal them. If you went full INT however, you’d be doing double that amount and heal the person up to 100% entirely and if your team just wants to have topped off HP, they are able to split the tiles up individually and not waste tiles and time waiting for CD.
This is however only a situation where you were a full healer.
Int could increase magic damage and aoe range or charge speed for charge spells
Half of your base heal potential comes passively from your level. If you put every point into INT, there’s the other half. (Not including Gear/circles ect)
I was saying 100% Points onto INT vs 0%,
And no it doesn’t appear to do much. Have you looked at the stat calc?
Anyway like I said, I hope I’m reading it retardedly… Hopefully theres scaling somewhere to seriously reward investment into INT…
I feel like the stat issue is that we keep asking for each stat to be overloaded. There’s an illusion of choice in how we apply our stat points.
Look at Strength that provides Damage, Crit Damage, Carrying Capacity. Look at Dexterity that provides Accuracy, Evasion and Critical Chance. It removes choice for Swordsman and Archer. They simply NEED these stats and can reasonably ignore the others.
I do not want to see Intelligence add more benefits to casters. I really don’t think that Critical Damage belongs on Strength. I really don’t think that Accuracy and Evasion belong on the same stat either.
What should be happening is that for any given class, every one of the five stats must be viable. There should be a reason for a Swordsman to consider putting points into Intelligence because it may allow them to create a different build that is viable.
By overloading stats, we’ve clearly put the game on rails in a way that there is limited choice in how to distribute stat points. Food for thought would be something like:
Str: Physical Damage, Carrying Capacity, (something for casters)
Con: Max HP, HP Regen, Physical Defense
Int: Magical Damage, Critical Damage, (Cool Down Reduction? too good for casters probably)
Spr: Max SP, SP Regen, Evasion, Magic Defense
Dex: Accuracy, Critical Chance, Cast Speed
Every stat becomes an option for every class.
I see so many tricks in this game… So many things to make it seem like its more than it is. I really hope there is substance beneath all the tricks.
INT is fine as it is, and if you really want to change it then take the Magic Resist from SPR and give it INT which makes no sense but yeah INT is fine as standalone, and even if you think adding new stuff like “better min-max damage” would fix that, only then you realize that it doesn’t fit the role with other classes and how they use there stats.
Think about it this way, what if you eliminated the words “Strength”, “Dexterity”, “Intelligence”, “Spirit” and “Constitution” and instead every class could directly pile points into the sub stats. For example:
[ + ] Physical Damage, Carrying Capacity, Spell Cool Down Reduction
[ + ] Max HP, HP Regen, Physical Defense
[ + ] Critical Damage, Evasion, Magic Damage
[ + ] Max SP, SP Regen, Magic Defense
[ + ] Accuracy, Critical Chance, Cast Speed
All I’m doing is putting on the beer goggles, but now every one of those options feels like it is viable for every class.
Why are you not ok with STR giving crit damage, but you are ok with INT getting it? This would blatantly favor casting classes since carrying capacity is just a convenience not a necessity to do damage.
You don’t want to have homogenized stats, you want people to have the desire to specialize in an MMO so they can form an effective team.
That’s because following a lot of current discussion, spells do not critical. There are several threads where players have stated that they’ve played 60+ levels and never saw a spell critical.
Thus the thought for Intelligence is that it gives Swordsman, Archer and Monk the Critical Damage and Evasion. Caster Clerics and Wizards benefit from Magic Damage and Evasion.
If you just want Swordsman to have to pile into Str, Dex and Con, why even let them assign the points at all? Just let the game automatically raise the stats as they level up. What I’m seeking is real choice. If you want to get your damage from Criticals, you need to invest in more Int and Dex, sacrificing some of your raw Str. If you want to get your damage from Skills, maybe you can go raw Strength and then a little Spirit for sustain. There must be choices and the choices must be meaningful.
The reason that you keep the stats open is so that people can experiment with ‘quirky’ builds or suboptimal builds. Not everyone wants to min-max, some would be content with building INT on a swordsman because maybe there is an item that allows them to cast a spell that relies on INT.
In RO I made an int-based swordie and used items and weapons to cast things, it was fun for fun’s sake.
Everyone that thinks that Strength should provide everything a Swordsman needs to be effective wants to min-max. They’d put nothing in Int or Spr, enough Con to survive and Dex if the accuracy is necessary to hit targets. That’s min-maxing.
What I just described above would not prevent your int-based swordsman at all. In fact, it would maybe even encourage experimentation with such items. An example would be a crit based swordsman that had raised int for critical damage might invest in scrolls from a pardoner since their int stat is slightly higher. They could use Cure scrolls against Dark based bosses and fill in between scrolls while the damage is ticking using basic attacks.
My suggestion encourages players to spread their stat points among all stats as every stat will benefit every class in a different way. This is the complete opposite of min-maxing.
I don’t think that Strength should provide everything for a physical class. They need a mix of Strength and Dexterity as well as a defensive stat like Vitality. The stat also has to make sense from a gaming standpoint.
If I had to boost int for crit, but I also knew that I needed strength and dex as well as a defense strat, now my offense is spread over 3 stats instead of 2. It makes building your character needlessly complicated.
I think that 2 offensive and 1 defensive stats is the right balance. A swordsman in current ToS may still find value in SPR to boost their SP gain and recovery in order to spam more skills.
Using the same example, the choice is in how many points exactly you are willing to put into both STR and DEX. For some swordsman class combinations, going 1/8 (str/dex) would be best, for others it might be 7/4. For Clerics and Wizards, the choice is split between INT and SPR. For PVP and tanks, Con will come in to play for all classes, making things even harder to decide on.
Will all class builds eventually have cookie cutter “this is the best possible stat distribution” guides? Probably, but at least you still have the option to deviate from the crowd. I do know that people are going to have fun creating builds when the game is fully released and all the changes are set into place, and that’s the most important part that games like Diablo 3 leave out.
