New stat system
I will start with a short introduction.
The stats system has always been one of the defining features of Allods Online. The large number of non-linear stats brings variety to gameplay, and their configuration essentially becomes an independent mini-game, allowing the selection of stats for every opponent in both PvP, and PvE. However, this system eventually began to show disadvantages.
Non-linear dependence of each stat from one another seems like an advantage at first glance. But on the other hand, miscalculation in the distribution of stats can drastically cause a character to be significantly less efficient. Those players who are equipped slightly worse than their opponents, may miss more often or inflict lower damage. Lack of one stat becomes difficult to compensate by means of skill at the game.
In PvE the problem came to light whereby a lack of equipment created enormous difficulties during raid instances or in the exploration of the astral, and a small over abundance of stats made passage of the same zones too easy and not interesting enough. For example, in Tep’s Pyramid changing the stats of the boss by 10% a few times changed the complexity of the fight.
The system is inconvenient for visual perception: it’s difficult to immediately see how much critical strikes for a certain value of Luck. At a normal monster there is one chance, at a raid boss another, and at a well equipped player there’s a third.
In general the system is hard to understand and a new player can “screw up” their character during levelling.
In addition, the system creates a problem in the collection of equipment. If the piece of equipment is not as effective as possible, it’s almost useless. Also, there are difficulties in creating specific sets of equipment for different gaming activities.
All of this was the reason for a very serious step – a complete redesign of the stat system. With it you will encounter the global update 5.0, named Heart of the World.
When creating the new system, we tried to consider all the flaws and fix them.The main principles will be the following:
- Large linearity of stats (an increase of 10% gives an increase of exactly 10% to the character’s power).
- More additivity (stats increase directly, without the use of various multipliers)
- Minimisation of competing stats – each working in isolation, without the need to overcome the opponent’s stats.
- No failures due to miss or dodge. Attacks and healing always produce some kind of result.
- Easy to learn and understand.
Vigor
The main damage multiplier. It is identical for all classes and is issued for all types of equipment in an absolute numeric value.
Stamina
Increases the character’s health.
Armor/Resistance – Inverse multiplier for damage of the corresponding types. Compensates for “Spellpower”/”Melee Damage”.
These stats will constitute the main power of the character. Besides these, will be introduced a few additional stats that will create variety in both PvE and PvP activities. All of them are specified in percentages and depend on the main stats. These stats can be modified independently, choosing which bonuses are more important at that moment.
Offensive stats
Proficiency
Increases the character’s base damage and healing. A universal stat with an extremely simple mechanic. Plain and simple, if your aim is to strengthen your character, choose this.
Determination
The character with points in this stat will increase their damage output when receiving damage. The effect works all the time while the character is receiving damage, and fades after a few seconds. This stat is more effective than Proficiency in a situation where you receive damage.
(it's effective only when you receive constant dmg, better take proficiency or brutality)
Brutality
Smoothly increases the damage done on targets with incomplete health. The lower the amount of health – the more damage they receive. For healers this characteristic increases healing on wounded targets.
Anger
A portion of the damage done (the effect stacks from multiple characters) is deposited in a special pool, every time you reach the maximum the attacked character gains one additional “droplet” of wounds, significantly reducing their incoming healing. The effect is removed automatically after leaving combat. (useless stat for summy)
Special stats
Luck
Allows the character to inflict double damage or heal to the target.
Faith - Increase mana
Defensive stats
Vitality
Increases the character’s health, thus increasing the chance to survive a series of weak or several powerful blows in a short time.
Tenacity
This stat is the inverse of Anger. Receiving “droplets” of wounds is slower. This will enable the character to longer withstand incoming damage from opponents with high Anger, without complicating healing.(good to have some, even in PvE mobs can do wounds)
Bloodlust
The character recovers part of their health by inflicting damage or healing.(seems useful but for summy with many selfheals it's better to take vitality due to lack of survivability)
Willpower
Gives progressive protection against control effects. The character becomes temporarily immune to them if they are applied very often. (mostly PvP stat but sometimes useful in PvE, I recommend to make around 2items with willpower only for pvp)
Probably wondering what is that? Surely nothing terrible, the new system is much better than the previous. Even with a very badly arranged statistics difference between these "ideal" is not large.
Generalizing statistics depend more on the playstyle and the situation. For example Brutality is ideal for bosses gaining additional skills and becoming more difficult while losing health.