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Vitality
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Veteran Hacker

Joined: Aug 31, 2007
Messages: 129
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This is an idea I've had for a while now, and haven't found any major problems with it, apart from possibly the implementing (I don't know much about that stuff)

Basically my idea is to allow a portion of Your health, IS, and base health and IS regen rates to be increased by vitality.
So say, the base amount for a level 50 was 1000 health, 100 IS, and 40% health and Is regen, then someone with the usual attribute setting of 30, 30 with 12 in vitality, would get an increase of their health by140pts, giving a max health of 2760, and then the same done with the max IS and the regens, giving an extra 14 IS and 5% health and IS regens.
This wouldn't create much of a difference for someone with vitality around 12 or 16, but it would mean someone who chose to put vitality up to 30, would get a significant bonus. 
This would also give some use to the max health and IS bonuses, and the regen rate bonuses, aprt from a few buffs and debuffs.




Systemic Anomaly

Joined: Nov 18, 2005
Messages: 4837
Location: The soul's eclipse
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I always thought that was the original point of Vitality - to maximise the usefulness of healers/tank builds in PvP.



Encrypted Mind

Joined: Jul 10, 2008
Messages: 673
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Vitality doesn't seem to be as effective as putting points in other attributes. There are so few abilities it seems that are widely used that are enhanced well by points in vitality.

But as for your idea, that'd be great. It'd take "a bit" of tinkering around with the system by Dracomet (who is building a death ray or working on something else) to implement, though.


Systemic Anomaly

Joined: Oct 7, 2005
Messages: 4674
Location: HvCFT Everto
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You get %Bonus's on those so if you had 30 pts in Vitality as MA you'd have 50% extra Health from your Grandmaster buff but it would total upto about 100 points max anyway. It only comes in useful in conjunction with Healer builds where you can get 800+ health buffs and massive health regeneration.

As it stands I'm currently saying recently because of the update which included the 45% Health regen pants I'm going to say that any more changes which result in making people's Health regen higher is going to be plain stupid due to the already ever increasing amount of clothing which allows you to rapidly regenerate that health during combat.



Veteran Hacker

Joined: Aug 31, 2007
Messages: 129
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with the way I suggested, you would only get an extra 20% health regen with 30pts in vitality, which would not make a massive difference, and also, health regen only makes a difference over a reasonably long period of time, it won't save you from state moves, sneak attacks or snipes



Ascendent Logic

Joined: Mar 16, 2006
Messages: 4809
Online

Denary wrote:
As it stands I'm currently saying recently because of the update which included the 45% Health regen pants I'm going to say that any more changes which result in making people's Health regen higher is going to be plain stupid due to the already ever increasing amount of clothing which allows you to rapidly regenerate that health during combat.

Good thing there aren't many abilities that use the vitality's bonuses (and as a sidenote: Clothing is NOT affected by bonuses) and most of them are in Hacker. Bonuses in vitality and their very few uses in the ():

Max Health Bonus (Destroy Health, Bolster Health 1.0, 2.0, 3.0, Upgrade Health)
Max IS Bonus (Force Enhancer (which debuffs yourself with max IS), Destroy Resolve, that's it, nothing else there)
Determination Bonus (some titles,  Determination): Note that Determination does very little when facing same-level opponents.
Initative Bonus (Desperation and that IS the only ability that uses that bonus, there's nothing else)
Health Regen Rate Bonus (Destroy Health, Fast Healing 1.0, 2.0)
Inner Strength Regen Rate Bonus (some titles, Charge Simulacrum, Proxy Master, Destroy Resolve, Inefficiency Field 1.0, 2.0): If you think that the IS Regen Rate Bonus is a fine thing I must disappoint you. With 30 vitality you'll have a 50% Bonus which makes a Title which has a 10% IS regen rate an effective 15% IS regen rate. Note that you just wasted over 20 points for 5% IS regen rate.
Contested Withdraw Bonus (some titles, all styles)

Note that there are many other passive abilities that provide that bonus, but I only listed stuff that actually use it. The list is definitely not impressive.

As you can see, no operative tree effectively benefits from Vitality (Initiative is only good for Duel purposes). Proxy users benefit only in "better" sims (which due to AI, there's not much difference, so it doesn't matter actually). Hackers benefit the most from Vitality, but it's rather insignificant IMO.

Message edited by GoDGiVeR on 09/30/2008 07:43:46.



Perceptive Mind

Joined: Oct 1, 2006
Messages: 974
Location: Vector
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GoDGiVeR wrote:
Denary wrote:
As it stands I'm currently saying recently because of the update which included the 45% Health regen pants I'm going to say that any more changes which result in making people's Health regen higher is going to be plain stupid due to the already ever increasing amount of clothing which allows you to rapidly regenerate that health during combat.

Good thing there aren't many abilities that use the vitality's bonuses (and as a sidenote: Clothing is NOT affected by bonuses) and most of them are in Hacker. Bonuses in vitality and their very few uses in the ():

Max Health Bonus (Destroy Health, Bolster Health 1.0, 2.0, 3.0, Upgrade Health)
Max IS Bonus (Force Enhancer (which debuffs yourself with max IS), Destroy Resolve, that's it, nothing else there)
Determination Bonus (some titles,  Determination): Note that Determination does very little when facing same-level opponents.
Initative Bonus (Desperation and that IS the only ability that uses that bonus, there's nothing else)
Health Regen Rate Bonus (Destroy Health, Fast Healing 1.0, 2.0)
Inner Strength Regen Rate Bonus (some titles, Charge Simulacrum, Proxy Master, Destroy Resolve, Inefficiency Field 1.0, 2.0): If you think that the IS Regen Rate Bonus is a fine thing I must disappoint you. With 30 vitality you'll have a 50% Bonus which makes a Title which has a 10% IS regen rate an effective 15% IS regen rate. Note that you just wasted over 20 points for 5% IS regen rate.
Contested Withdraw Bonus (some titles, all styles)

Note that there are many other passive abilities that provide that bonus, but I only listed stuff that actually use it. The list is definitely not impressive.

As you can see, no operative tree effectively benefits from Vitality (Initiative is only good for Duel purposes). Proxy users benefit only in "better" sims (which due to AI, there's not much difference, so it doesn't matter actually). Hackers benefit the most from Vitality, but it's rather insignificant IMO.
I'm fairly certain that Max Health Bonus also affects title buffs with a Max Health addition. For instance, SMG Specialist boosts Max Health by 110, and my Max Health is boosted by 136, so I think my 15 point (I think) Vitality is affecting that.

Message edited by monkeymanx8 on 10/01/2008 16:45:04.



Ascendent Logic

Joined: Mar 16, 2006
Messages: 4809
Online

monkeymanx8 wrote:
I'm fairly certain that Max Health Bonus also affects title buffs with a Max Health addition. For instance, SMG Specialist boosts Max Health by 110, and my Max Health is boosted by 136, so I think my 15 point (I think) Vitality is affecting that.

Yah, forgot that and I'm sure I forgot some others as well, but I think I made my point, maybe.

 
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