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#377 Oct 28 2004 at 7:01 AM Rating: Decent
Wow... That's.. AWESOME!!!

Thanks alot for the information Grachna, great post. ^^
#378 Oct 28 2004 at 10:03 AM Rating: Decent
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66 posts
Quote:
What does AC stand for and what is it?


AC = Armour Class

It essentially reduces the damage taken by successful hits. The higher a target's AC, the higher their damage mitigation. For example, a level 60 Warrior parsed fights with a level 60 Warrior-class mob; at 2467 AC, the average damage taken per hit was 87.6, but at 7025 AC, the average damage taken per hit was only 29.5. The formula is a complicated one and is affected by the Attack Power of the attacker (Power overcomes a portion of a target's AC), relative level, and the RNG (Random Number Generator, which is essentially the computer rolling the dice to determine outcome, as you would in a table-top game).
#379 Oct 28 2004 at 1:43 PM Rating: Good
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190 posts
I posted this in another thread. I played FFXI for a while and quit as lvl67 pally (and some other high lvls jobs). If you compare WoW to FFXI:

1) Leveling is MUCH faster in WoW. Actually sometimes you don't even notice it, because the quest system is awesome. You do the quests, do this, that and the boom - holy damn, another level :)

2) In WoW you spend 85% of time doing something fun, while in FFXI you spend 80% of time getting group together, travelling, etc.

3) You have a choice in WoW. You can grind, like any other MMPOG or you can quest. Both choices can be done either solo or grouped. Only time you are FORCED into a group is when you want to do elite instances. Grouping is very flexible though, so no perfect set up - all classes are saught to, as long as there's a balance of healer/dmg (healer is not just a priest, but druid, palladin and shaman as well).

#380 Oct 28 2004 at 2:54 PM Rating: Decent
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6,678 posts
I should add that there is no official term "AC" in World of Warcraft. It is simply designated "armor". This is such a common convention, though, going back to old Dungeons & Dragons and perhaps before that, that pretty well anyone that plays a fantasy RPG recognizes the term, just as they recognize HP as the amount of damage you can sustain before dying even when it isn't called "hit points".
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Only the exceptions can be exceptional.
#381 Oct 28 2004 at 9:44 PM Rating: Decent
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201 posts
I think this has been asked before but im gonna be greedy and ask anyways. Are beginning stats realy that important? what i mean is should i be a gnome just because more int, or will it matter much if im human? Just curious =), some games start stats = important (EQ) others dont matter. Thanks =)
#382 Oct 28 2004 at 9:47 PM Rating: Decent
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66 posts
Stats are important in WoW, but racial starting stats aren't going to have a huge impact in the game... by the time you're level 60, the stats will be fairly balanced out, and differences easily made up for with gear. I honestly wouldn't worry too much about it; play what you find fun & the stats will work themselves out. :)
#383 Oct 28 2004 at 11:39 PM Rating: Decent
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408 posts
How do the Undead look in game. Are they just pale skinned humans or are they deformed in some way? Can you choose to be deformed or normal looking?

Character look customization is a big deal to me, he he.
#384 Oct 29 2004 at 4:33 AM Rating: Decent
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1,430 posts
You can make certain undead look somewhat normal looking but will look pretty undead. *points to the flesh decay and such* You can even make your undead character missing his jaw. How those kind of undead are still able to talk is beyond me... *ponders*
#385 Oct 29 2004 at 10:02 AM Rating: Decent
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66 posts
Check out this screenie. It gives an idea of the general look of Undead. You can select various tones for skin and bone, as well as hair. There are several hairstyles, ranging from relatively normal to messy to punk-rock. Undead can run the gamut from relatively normal faces to grotesque disfiguration. Male Undead can have the loose or missing jaw as Redmoonxl mentioned, as well as a variety of other facial rot issues. Female Undead do not have any missing or loose jaw parts, but do have a variety of looks, including the leather straps across the face (also available for males).
#386 Oct 29 2004 at 12:43 PM Rating: Good
I'm planning on playing a Troll Rogue come release but I had one question. The starting Attributes determine what to the character? In other words the Agility stat is based on how often you hit?

What are they for the following?

Strength:
Agility:
Stamina:
Intelligence:
Spirit:
Power:
#387 Oct 29 2004 at 2:51 PM Rating: Decent
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66 posts
Strength: Contributes 50% of DPS for Rogues & Hunters, 100% DPS for other classes, increases the amount of damage blocked with a shield

Agility: increases Armour, chance to crit with melee, and dodge. Contributes 50% of DPS for Rogues & Hunters.

Stamina: increases hitpoints

Intelligence: increases mana pool, chance to crit with spells, and the rate at which a character's weapon skill increases

Spirit: increases hitpoint and mana regen (note, Spirit no longer affects weapon proc rate)

Power: is factored into the formula determining your damage per hit & directly affects DPS. IIRC, Power is directly increased by Strength for all classes, and by Agility for Rogues & Hunters.

Edited, Fri Oct 29 15:53:50 2004 by Grachna
#388 Oct 29 2004 at 9:16 PM Rating: Decent
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201 posts
I dont mean this as a backstab for Allakhazams website , i think this website is awesome =), keep up the good work.

I have found a few websites that are helpful - one of them lets you have a real talent tree and experiment. You probably know most of them but they are fun =).

Here are some good ones ( i think one of them has starter stats for the guy who posted earlier) =)

http://wowvault.ign.com/View.php?view=Talents.View&category_select_id=4

http://www.thottbot.com/
#389 Oct 31 2004 at 7:09 PM Rating: Decent
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53 posts
1.) Is the gameplay simillar to FFXI? If not...how so?

2.) Are there really different languages in the game? (orcish, common, etc.)

3.) Rumor is that capes show up on your charictor when equiped..is this true?

((I might think of more as time progresses..))
#390 Oct 31 2004 at 7:35 PM Rating: Decent
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201 posts
1. no its not really like ff11 its alot more like EQ from what i have seen. FF11 was all about finding the perfect party and being on for 10 hours to get anywhere - WoW is much more solo and casual player friendly. FF11 was all about camping those NMs to get the money to get stuff , i spent a long time camping stuff and getting drops so i know. WoW has instances as well as named mobs, instances let you kill the monster you want without fear of getting it stolen or camped. I could go on and on but i wont.

2. Yes Alliance has their own languare as do the horde - this prevents interaction i guess, you cant trade / party / talk to the other side - just kill them. you can learn the other language if you spend the time but who wants to listen to a trolls garbage mouth anyway.

3. I believe everything shows up on the character except jewelry. I am not 100% on this however, but i think capes are see-able.
#391 Oct 31 2004 at 7:58 PM Rating: Decent
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1,430 posts
Quote:
2. Yes Alliance has their own languare as do the horde - this prevents interaction i guess, you cant trade / party / talk to the other side - just kill them. you can learn the other language if you spend the time but who wants to listen to a trolls garbage mouth anyway.


Why ya be hatin' on da trolls, mon?
#392 Oct 31 2004 at 8:02 PM Rating: Decent
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81 posts
I know this is some what of a question I should ask on the Blizzard WoW forums but I must ask it for it is the reason i left FFXI. Has any measure been set up to stop the selling of gold and items on the Internet? It's just not fun anymore if your camping a monster and you have to compete with a group of six gil sellers for the monster which you know you have no chance of getting. Also im sorry for the poor korean kids i might be putting out of a job because i want a fair game.
#393 Oct 31 2004 at 8:11 PM Rating: Decent
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1,430 posts
All epic, artifact and legendary items are soulbound and cannot be sold or trade off to another person, all drops from elite monsters are soulbound, quest items are soulbound, people can only choose 2 tradeskills, people will be spending money on fixing their items due to durablity (though items never break, you cannot use them until you fix them if durabilty is 0) and the game is more NPC selling/buying friendly then FFXI by miles.
#394 Oct 31 2004 at 8:52 PM Rating: Decent
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201 posts
Ya basically Redmoon said it all lol. As far as selling accounts i think blizzard has a policy against it and botting (which isnt that effective in the first place) so if they get caught they get kicked. The soulbound thing helps ALOT, instances help, etc etc. WoW wont be like L2 or FF11 with the item/account selling i dont think =)
#395 Oct 31 2004 at 9:06 PM Rating: Decent
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201 posts
I have a Qwestion for a mage - what exactly does "Arcane Meditation" do - its a skill in the Arcane Tree. It says "lets 2-8% ,depending on your skill, of your mana regenerate while casting. Does this mean that 2% of your normal MAna regen rate will continue while casting? thats kinda pointless, what does it mean exactly?
#396 Oct 31 2004 at 9:31 PM Rating: Decent
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66 posts
I never played a Mage past level 7 (didn't like being a glass cannon), but I do know that a recent patch changed mana regeneration so while casting a spell, and for 5 seconds after completing a spell, your mana does not regenerate at all. I believe the Arcane Meditation, by allowing 2-8% of your mana regen to work while casting, is a way to get around the "no mana regen while casting" rule. While 2-8% isn't a huge amount, it is better than the 0% mana regen you'd otherwise have. ;)
#397 Oct 31 2004 at 9:58 PM Rating: Decent
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6,678 posts
Maybe, but I as a priest had opportunity to a similar skill and I passed on it. If my regen is 100 mana/tick, and I get 10% while casting, then for a spell that takes 3 seconds to cast, I regen a whopping 40 mana in that time. (3+5 total seconds, at 2 seconds per tick.) Since a moderately cheap spell for me costs around 400 mana, I'd need to have 80 seconds worth of time spent *casting in that fight* before it would even matter. Maybe 40 is better than nothing, but it isn't better than having your talent points spent somewhere else. =p
____________________________
Only the exceptions can be exceptional.
#398 Oct 31 2004 at 10:34 PM Rating: Decent
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201 posts
I know that this question has a lot of variables in it and that it is alot different for each lvl and all that kinda stuff but ill still ask it. About how many playing hours does it take to gain a level when solo - not hardcore uber obesessage but sorta casual if you know what i mean. Say at lvl 20, 30, 40, and 50?
Im just trying to get a generally idea here =)
#399 Oct 31 2004 at 11:37 PM Rating: Decent
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66 posts
I don't have solid numbers for you, but during the 50's, duo'ing my Warrior with a Shaman, I recall being able to get a level during a Saturday play session (8-ish hours). Compared to a game like EQ where you might be lucky to get 1/3 a level in 8 hours in the 50's, it's a fast levelling pace. FWIW, I never felt like gaining levels was a grind, and frequently I'd be surprised by a ding because I was too busy having fun, instead of watching my experience bar.
#400 Nov 01 2004 at 10:50 AM Rating: Decent
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131 posts
Maybe I overlooked the answer to this question, so sorry if I did.

I am a FFXI player and I still enjoy the game when I can play, just getting tired of the time it takes to do anything. Same ole same ole.

Well, one thing I really enjoyed was fishing. How does the fishing work in WoW compared to the Fishing in FFXI?

From what I have read so far, it seems to me that WoW is friendlier to the casual gamer as far as questing and exp'ing. I do not have the time that will be required to exp in FFXI, but I will miss the game. FFXI was my first MMORPG, so it will always have a place in my heart.
#401 Nov 01 2004 at 1:06 PM Rating: Decent
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1,430 posts
Fishing in WoW is pretty much a mini game of reflexes. When you bein fishing, the line to the fishing pool will become still. Once the fish begins to bite, you will see the line move. On that moment, you must click on the line otherwise you will not catch the fish.

One thing I thought about while typing this is what a wonderful bot preventer this idea is. This should keep fishing bots from even touching the market since fishing requires the full attention of the player.
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