NOTD 2 Stats

Discussion in 'Canceled Content' started by Kith, May 24, 2014.

  1. Kith
    • Development Team
    • Designer

    Kith NOTD Staff: Anti-Fun Wizard Skeleton

    NOTD 2: Stats
    So do you work out, or…?

    I’ve posted about stats multiple times but never actually made a thread about them, so hey guess what I’m gonna do that real quick.

    Good news: Stats haven’t really changed all that much in terms of effects. Actually, in terms of effects, stats got buffed! The maximum amount of stats you can have in one category has been raised from 9 to 10, and there will be some adjustments to make stats more worthwhile per point.

    Bad news: Stats are going to be less plentiful, in a sense. Ranking up will only net you 1 stat per rank. However, on the flip side, nabbing a medal will also nab you 1 stat point and there are a ton more medals this time and they are way less grindy. Medals are kind of their own monster though, so it’s going to be a while before they’re going to be implemented.

    Per Point: +1% Rank Experience
    Maximum Bonus: +60% Rank Experience

    Per Point: +15 Hitpoints, +0.0001 Weight Tolerance
    Maximum Bonus: +150 hitpoints, +0.001 Weight Tolerance
    Mechanics note: Weight Tolerance increases your weight resistance. See this page for details.

    Per Point: +0.02 Movespeed , +0.1 Reload Speed
    Maximum Bonus: +0.2 Movement Speed, +1 Reload Speed
    Mechanics note: Reload Speed is measured in seconds, so +1 means your reloads are reduced by 1 second.

    Per Point: +0.5 Detection radius, +1% Critical Strike chance
    Maximum Bonus: +5 Detection radius, +10% Critical Strike chance

    Per Point: +0.075 Health Regeneration, +3% Ailment Resistance
    Maximum Bonus: +0.75 Health Regeneration, +30% Ailment Resistance
    Mechanics note: “Ailment Resistance” is a chance to not get an ailment when you should.


    Per Point: +3 Energy, +0.03 Energy Regeneration
    Maximum Bonus: +30 Energy, 0.3 Energy Regeneration

    Per Point: +1% Double Talent chance, +2% Extra Life chance
    Maximum Bonus: +10% Double Talent chance, +20% Extra Life chance
    Mechanics note: Double Talents and Extra Lives can only be granted once per match. DTs/ELs can only be gained on leveling up.
    Last edited: May 31, 2015
  2. Ability
    • Development Team
    • NOTD Creator

    Ability NOTD Creator

    As there will be less tanking in the traditional sense in NOTD 2, good players may pick Strength and Endurance less often than the other stats. All stats are useful, but the other 4 are going to be more effective with good players in more situations. Will recommend buffing Strength/Endurance slightly or altering their benefits to better fit NOTD 2.
  3. Eagle 11

    Eagle 11 Well-Known Member

    Does this have any human recognizable effect at all ?
  4. Lolurisk

    Lolurisk Member

    +1 Reload Speed? how much is that exactly?
  5. Arturia

    Arturia Well-Known Member

    @Lolurisk, It is probably 1 second faster reloads.

    @Eagle 11, it does.
    Heavy's lose 0.004 MS per point of weight.
    Medium's lose 0.005 MS per point of weight.
    Light's lose 0.006 MS per point of weight.

    If my interpretation of it is correct, it becomes 0.003 // 0.004 // 0.005 respectively.

    If you have, say, 100 points of weight.
    0.4 // 0.5 // 0.6 MS loss becomes 0.3 // 0.4 // 0.5

    You'd have to have at least 250 points of weight for it to be equal to Agility in terms of increasing MS.
  6. nex_

    nex_ Member

    From the thing I tested gouls gonna hit very hard but slowly, so strengh & endurance will be very usefull :p
  7. Kith
    • Development Team
    • Designer

    Kith NOTD Staff: Anti-Fun Wizard Skeleton

    I felt they were fine, but okay.

    Strength bonus hitpoints increased from 12 to 15.
    Endurance bonus health regeneration increased from 0.05 to 0.075.
    Endurance ailment resistance increased from 2.5% to 3%.

    Yes. Arturia made a good post about it, but 10 points effectively makes you go up a weight class - the difference between having the Assault's weight resistance and the Rifleman's. This is important because ALL items in NOTD 2 have weight properties, not just the weapons/armor you equip.

    I apologize for not explaining it very well. The Reload Speed bonuses are measured in seconds, so +1 Reload Speed will be reducing the reload speed of a weapon by 1 second, so reloading the Shotgun will go from 3 to 2.
  8. Niktos

    Niktos Well-Known Member

    Will it be -1 second off base or -1 after all other things benifiting reload are in like it is in notd atm?
  9. Kith
    • Development Team
    • Designer

    Kith NOTD Staff: Anti-Fun Wizard Skeleton

    You'd have to ask Arcane that. My plan is for it to factored in before the other reload benefits, however I'm unsure how he was planning on implementing it.
  10. Niktos

    Niktos Well-Known Member

    Table is as if medic used guns.
    I rlds.png
    For fast reloading guns just having agility racks up more gain than rocking golds without it. Gold+agility is just 'haha what reload' for them.
    Agility top stat world, especially if you end up cutting -nm doubling rlds.
    • Informative Informative x 1
  11. Kith
    • Development Team
    • Designer

    Kith NOTD Staff: Anti-Fun Wizard Skeleton

    So yes, Agility should come first. That said, the new Nightmare reloads are forced base manual - if you run out of bullets, the resulting reload will not be doubled, but it will not be subject to any sort of reductions (Agility, Weapons Proficiency, ect) either.
  12. Eagle 11

    Eagle 11 Well-Known Member

    Hmm, just thought maybe Luck stat could have additional passive effect like +0.0001% evasion chance.
    I see of all stats its gain is the entirely situational one, and then only once per game. If you ask me its a fair tradeoff for wanting that +1 skill but still, seems not inviting enough to put points in considering how many times you wouldnt actually get the dt.
    • Agree Agree x 1
  13. Lord NiteShade
    • Wiki Founder
    • Community Leader

    Lord NiteShade NOTD Staff: Wiki Founder/TeamSpeak Admin

    I like it, can lead to hilariously epic situations like Sagev's legendary Shiva Dodge, without actually having a serious impact on survivability or balance. A maximum of 5% should be more than sufficient. Anything higher and it'll start to making tanking too easy.
  14. Ramses II
    • Donator

    Ramses II Help, I can't change my title!

    So the chance of an early T3 is ~52% (.9^7=.48).
  15. Kith
    • Development Team
    • Designer

    Kith NOTD Staff: Anti-Fun Wizard Skeleton

    If you dump 10 points into it, yes, which I think is pretty fair.
  16. DarthCaedus

    DarthCaedus Member

    I'm debating putting my first points into luck or into intelligence.
  17. Marcus

    Marcus Member

    In compared with other stats having tier 3 at lvl 8 by luck:D and +x value of life doesnt comes for me very favorableo_O.
    In this composition i would put points in luck at last guess:(.

    My suggestion is


    +0.5 Detection radius, +0.05% Dodge chance for each hit from same enemy(Max stacks: 5), +0.1% Citical Strike chance for each Critical Strike on same enemy(Max stacks: 5)
    Maximum Bonus: +5 Detection radius, +0.5% Dodge chance(With max stacks: +2.5%), +1.0% Critical Strike chance(With max stacks: +5%)
    Note: Dogde and Critical bonus applies only on same enemy(Like venom stacks from GS CE).
    +0.5% Dodge chance, +1% Critical Strike chance
    Maximum Bonus: +5% Dodge chance, +10% Critical Strike chance

    Anyway good job keep it up:).
  18. Kith
    • Development Team
    • Designer

    Kith NOTD Staff: Anti-Fun Wizard Skeleton

    I take it you weren't around for when Intelligence gave a double talent chance if you think early T3 isn't "very favorable".
  19. Lord NiteShade
    • Wiki Founder
    • Community Leader

    Lord NiteShade NOTD Staff: Wiki Founder/TeamSpeak Admin

    A T3 a level early only makes a big difference on linchpin classes. For example, the difference between a crifleman with or without bloodlust is minimal. Sure you gain firepower but its just that, firepower. Tanks benefit most from early T3s, as thats what gives them their greatest durability (TTD, Safeguard, and MOTM all supremely increase durability). Certain other classes like Mobrecon, Opcomm, and Field engy will also greatly benefit from early T3s given their power.

    The problem was bonus talents, often in combination with CP bonus talents, would allow you to get T3s extremely early. As early as Tartarus in many cases, or sooner. When you get characters that received as many as 3-4 free talents, things get out of hand quickly. The bosses and major battles are balanced around the concept of the team being at relative amounts of strength. If suddenly you bring out T3s early, you can throw off entire boss dynamics.
  20. Eagle 11

    Eagle 11 Well-Known Member

Share This Page