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Mortal |
Joined: Sat Feb 28, 2004 5:14 pm Posts: 819
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There are two ideas to this. First one is to spent stat points limiting weaknesses. Such limiting will never remove a weakness completely only reduce its effect. Rough numbers Im thinking 5 stat trains to reduce a weakness to half its original effect, 10 to quarter it. The second idea is to improve racial bonuses so they can have more of an effect. Rough numbers 5 stat trains to double its effectiveness 10 to triple. The numbers used are just guides to show roughly how much of an investment of choice I am talking about.
train stat improve fire/blunt/poison/negivite energy/lightning/disease/iron/light/mental
train stat strengthen MP/Charm/sleep/poison/mental/cold acid/magic
The above listing is what I gleaned from a quick skim of all the races help files. I see these options as opening up more potential choices with stat trains. Helping races like centaurs and griffons move away from their weakness (griffons with their lack of enchanted EQ centaurs being open to a lot of attack types). At the same time adding more tactical choices. A sprite for example might have worked away his iron weakness but not his blunt one.
A race like centaurs which is more at risk of so many weakness with little boons might need less trains for the same effect.
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