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Kresnik
09-15-2013, 10:30 AM
so I've hit 11th train my 30 days is coming to a close and i need to know where to set my stats at. I used the GS4 stat maximizer but now i cant loot a box without it encumbering me and extending my RT. Is it the norm to use the stat maximizer?

Strength (STR): 42 (1) ... 42 (1)
Constitution (CON): 51 (0) ... 51 (0)
Dexterity (DEX): 67 (8) ... 67 (8)
Agility (AGI): 67 (8) ... 67 (8)
Discipline (DIS): 73 (11) ... 73 (11)
Aura (AUR): 84 (17) ... 84 (17)
Logic (LOG): 89 (24) ... 89 (24)
Intuition (INT): 65 (12) ... 65 (12)
Wisdom (WIS): 84 (17) ... 84 (17)
Influence (INF): 76 (13) ... 76 (13)

Suppressed Poet
09-15-2013, 11:44 AM
I would not suggest going with perfect stats on a new character. No reason to do so anymore. If you manage to make cap, you can use your bounty points for a fixstat potion or just buy one from another player / simu coins. The cost has gone down enough that it's just not worth gimping your character while leveling.

If it were me, I'd aim for optimized stats for 60-70. That gives you plenty of room for growth, but it won't be absolute God awful pre-50 which is going to take considerable amounts of time to surpass.

Ceyrin
09-15-2013, 11:59 AM
Strength (STR): 75
Constitution (CON): 75
Dexterity (DEX): 80
Agility (AGI): 80
Discipline (DIS): 70
Aura (AUR): 70
Logic (LOG): 70
Intuition (INT): 40
Wisdom (WIS): 50
Influence (INF): 50

This is what I went with. I didn't really do much thinking about it though, but it serves me well even in my late 20's with my human warrior who looks like this now. Even ignoring the enhancives, I think these are fine stats. Like Poet says, if you get enough levels and time, getting a fixstat is really easy these days.

Normal (Bonus) ... Enhanced (Bonus)
Strength (STR): 88 (24) ... 96 (28)
Constitution (CON): 86 (18) ... 98 (24)
Dexterity (DEX): 89 (19) ... 95 (22)
Agility (AGI): 89 (19) ... 95 (22)
Discipline (DIS): 79 (14) ... 83 (16)
Aura (AUR): 76 (13) ... 80 (15)
Logic (LOG): 73 (16) ... 77 (18)
Intuition (INT): 55 (7) ... 59 (9)
Wisdom (WIS): 59 (4) ... 63 (6)
Influence (INF): 63 (6) ... 67 (8)

Latrinsorm
09-15-2013, 03:53 PM
You can aim for max stats or max TPs. The bonus of aiming for max TPs is your primary stats are high from the start: in GS4 those are doubled for TPs rather than Aura and Discipline.

Jeril
09-15-2013, 05:19 PM
Most of us use the maximizer to get into the ballpark then fine tune the numbers with the cruncher.

Latrinsorm
09-15-2013, 05:51 PM
I would recommend just using the option in the (a?) maximizer that gives you max TPs. I don't have the link to the one I used anymore because obviously it's faster to just do it longhand, but here's a cool ranch link (http://www.basketball-reference.com/boxscores/196110190LAL.html) to 1961 when basketball players were referred to as left guard and left forward like they were friggin' hockey players (and as middle sized white boys, of course, they basically were).

Aluvius
09-16-2013, 04:44 PM
Yeah I've found going for max tp's and aiming for maxed primary combat stats around 50-70 seems to be optimal for an enjoyable experience leveling.

Donquix
09-16-2013, 05:06 PM
It's a lot cheaper to fixstat now as well so, a 10-12 m investment or whatever it is now for a fixstat is a helluva lot better than the 36-40m it used to be. So if you want perfect stats at cap, it's not so bad really.

though really, of all classes, i think a warrior is one of the easiest to play with stats set for growth.

MrMortimur
09-16-2013, 05:20 PM
Set your stats for what is enjoyable now and in the immediate future. You should be able to manage 11m or 1,000,000 BPs before level 80..which to me is about the sweet spot for using a fixstat. My warrior has all of his physical stats and intuition set to max around level 50 as I was not even sure he'd make it that far. One of my favorite characters to play now.

Astron
09-17-2013, 11:00 AM
so I've hit 11th train my 30 days is coming to a close and i need to know where to set my stats at. I used the GS4 stat maximizer but now i cant loot a box without it encumbering me and extending my RT. Is it the norm to use the stat maximizer?

Strength (STR): 42 (1) ... 42 (1)
Constitution (CON): 51 (0) ... 51 (0)
Dexterity (DEX): 67 (8) ... 67 (8)
Agility (AGI): 67 (8) ... 67 (8)
Discipline (DIS): 73 (11) ... 73 (11)
Aura (AUR): 84 (17) ... 84 (17)
Logic (LOG): 89 (24) ... 89 (24)
Intuition (INT): 65 (12) ... 65 (12)
Wisdom (WIS): 84 (17) ... 84 (17)
Influence (INF): 76 (13) ... 76 (13)

What were you round times (RT) when (or if) you were using two-handers or pole arms?

Astron
09-17-2013, 11:03 AM
Set your stats for what is enjoyable now and in the immediate future. You should be able to manage 11m or 1,000,000 BPs before level 80..which to me is about the sweet spot for using a fixstat. My warrior has all of his physical stats and intuition set to max around level 50 as I was not even sure he'd make it that far. One of my favorite characters to play now.

I agree. Set your stats for enjoyment. I planned my warrior to use TWH and pole arms so I set his AGI and DEX to 90 (as he's a giantman.)

Whirlin
09-17-2013, 11:07 AM
Humans can only achieve -3 RT based on their max DEXAGL without enhancives. Well, there are THW and Polearms that can be swung without an RT modifier... they just suck.

The following table shows max RT reduction, per DEXAGL bonuses, relative to STR mod.


5 RT Reduction|STR Mod||4 RT Reduction|STR Mod
Halfling|-15||Aelotoi|-5
Burghal gnome|-15||Dark elf|0
Elf|0||Forest gnome|-10
|||Half-elf|0
|||Sylvankind|0
|||Half-krolvin|10


For reference, here are the more highly sought after THW and Polearms:
Weapon Type|Weapon Name|Base RT|Min RT
THW|Claid|8|5
THW|Battle Axe|8|5
Polearm|Lance|9|5
Polearm|Awl-Pike|9|5


The character above only gets -1 RT... so he'd be swinging a claid at 7 seconds.

Check the Roundtime page on krakii for more information

Aganii
09-17-2013, 02:42 PM
Don't forget about mauls being possibly the best thw mechanically at 7 seconds, crush only with the highest DF on heavy armor. That being said I would still aim for -3 seconds for your agidex bonus(38-52) so you can swing in 5 seconds with the heavy weapons. You could get away with -2 and a maul, though(23-37). I would still plan for -3 seconds with your agidex by mid 30s or whenever you think you need to start ambushing legs and heads.

Jeril
09-18-2013, 12:22 AM
You can figure out that the OP is a human. And while the heavier two-handed weapons are nice I hunted a great many levels with just a 4x katana and a 4x warsword(bastard sword) because of the extra speed they afforded me. If hunting with two-handed weapons seems too slow you can always try sword/board, doesn't hit as hard but is faster and can be just as effective against most things.

Anebriated
09-18-2013, 12:59 AM
>info start
Level 0 Stats for , Human Warrior
Strength (STR): 39
Constitution (CON): 59
Dexterity (DEX): 62
Agility (AGI): 62
Discipline (DIS): 73
Aura (AUR): 82
Logic (LOG): 88
Intuition (INT): 70
Wisdom (WIS): 82
Influence (INF): 43

Im pretty sure I accidently switched the INT and INF during the GS3 -> GS4 conversion. Not sure if they can just be flipflopped but its a good starting point anyway. With a couple enhancives I swing a lance in 5 seconds.

Archigeek
09-18-2013, 01:40 AM
>info start
Level 0 Stats for Kerl, Human Warrior

Strength (STR): 39
Constitution (CON): 59
Dexterity (DEX): 62
Agility (AGI): 62
Discipline (DIS): 73
Aura (AUR): 76
Logic (LOG): 88
Intuition (INT): 52
Wisdom (WIS): 82
Influence (INF): 67

These, and Anebriated's numbers are set for max at cap, with some obvious variations. I wouldn't set my starting numbers like this, in this day and age either. In fact, I didn't. When we reset at GS4, I set them for max TPs at about 10m EXP, because I figured I'd never go much beyond that, and I wouldn't care much if I did. Turns out, there isn't a whole lot to go after when you exceed the cap, so you set about squeezing every drop of power/skill you can out of what you have. Worry about it then. In the short term, aim for max TPs or something close to it, making sure your character is reasonably fun to play.

Astron
09-18-2013, 11:08 AM
For a young THW warrior, assuming no warrior guild skills, are there available cmans to interrupt a caster's spell preparation? Or another way of asking, how do warriors interrupt casters?

gyntry
09-18-2013, 12:22 PM
With a maul to the face.

Latrinsorm
09-18-2013, 01:00 PM
For a young THW warrior, assuming no warrior guild skills, are there available cmans to interrupt a caster's spell preparation? Or another way of asking, how do warriors interrupt casters?Feint causes RT and forces stance, so Feint is pretty good.

Anebriated
09-18-2013, 03:21 PM
Feint causes RT and forces stance, so Feint is pretty good.

This.

Ceyrin
09-18-2013, 03:23 PM
Walking away also works.

Donquix
09-18-2013, 03:24 PM
For a young THW warrior, assuming no warrior guild skills, are there available cmans to interrupt a caster's spell preparation? Or another way of asking, how do warriors interrupt casters?

If you don't have guild skills you should be under 15, so the previous answer of a maul to the face is the correct answer.

If you're 15 or higher you should be maxing berserk and tricks asap so...just do that. Seriously.

Jeril
09-18-2013, 04:12 PM
If you're 15 or higher you should be maxing berserk and tricks asap so...just do that. Seriously.

Unless one intends on berserking in warcamps, this is bad advice. I will agree with the tricks part but you only need 20-30 ranks of berserk to make it a reliable stun breaker and even then you shouldn't need it often until much later in levels. Tackle and disarm will be more helpful for the every day hunter.

TheEschaton
09-18-2013, 04:18 PM
Every time I think of going back to GSIV, I think of the fact that I sold my lvl 80 Master-of-Arms warrior and how much fucking time it took me to do that, and I get discouraged as hell.

Then again, it took me 10 years to reach level cap on one toon, so maybe I just suck.

Jeril
09-18-2013, 04:21 PM
Then again, it took me 10 years to reach level cap on one toon, so maybe I just suck.

It has taken other people longer, and it taking 10 years means you just didn't care enough or have the time, neither of which means you suck.

Donquix
09-18-2013, 05:37 PM
Unless one intends on berserking in warcamps, this is bad advice. I will agree with the tricks part but you only need 20-30 ranks of berserk to make it a reliable stun breaker and even then you shouldn't need it often until much later in levels. Tackle and disarm will be more helpful for the every day hunter.

Tackle is an awful knockdown maneuver. If you need a maneuver to disable I think you're way better served with CMan options, or you can just open ambush a leg. You don't need disarm until later, berserk is so easy to master why not finish it off?

Both disarm and tackle require partner reps, as well, which in this day and age is a huge pain in the ass. Where as berserk and tricks don't.

Jeril
09-18-2013, 06:10 PM
Tackle is an awful knockdown maneuver. If you need a maneuver to disable I think you're way better served with CMan options, or you can just open ambush a leg. You don't need disarm until later, berserk is so easy to master why not finish it off?

Both disarm and tackle require partner reps, as well, which in this day and age is a huge pain in the ass. Where as berserk and tricks don't.

Tackle and disarm both don't take up combat maneuver points which are often better spent else where. Tackle is just a maneuver roll and even a 101 produces a knockdown and round time, using open ambush you are still subject to EBP and sub level 30 you aren't going to be hitting where you aim much. Disarm is great for putting things into round time and with some creatures you make them completely harmless by disarming them.

Partner reps aren't that difficult, there are weekly guild nights and plenty of people around who are masters you just need to open lines of communication to arrange to get those done. Berserk and tricks are still easier to master, but that doesn't mean that things requiring a partner are difficult.

Anebriated
09-18-2013, 06:14 PM
When are the guild nights these days? I still have a few ranks to finish up before Im completely done.

Tgo01
09-18-2013, 06:14 PM
Every time I think of going back to GSIV, I think of the fact that I sold my lvl 80 Master-of-Arms warrior and how much fucking time it took me to do that, and I get discouraged as hell.

Then again, it took me 10 years to reach level cap on one toon, so maybe I just suck.

Just come back already.

Donquix
09-18-2013, 06:55 PM
Tackle and disarm both don't take up combat maneuver points which are often better spent else where. Tackle is just a maneuver roll and even a 101 produces a knockdown and round time, using open ambush you are still subject to EBP and sub level 30 you aren't going to be hitting where you aim much. Disarm is great for putting things into round time and with some creatures you make them completely harmless by disarming them.

Partner reps aren't that difficult, there are weekly guild nights and plenty of people around who are masters you just need to open lines of communication to arrange to get those done. Berserk and tricks are still easier to master, but that doesn't mean that things requiring a partner are difficult.

It's the RT on tackle that's just awful and ruins it for me. If something is out of defensive that's all you should really need in the earlier levels making feint more than enough. I'd rather invest in the guild skill for 3 seconds to make it mostly dead than whatever the tackle RT is (unless it's been lowered to something less awful, i don't believe it has but coulda missed it) to make it SUPER dead

Archigeek
09-18-2013, 07:03 PM
Not only is the RT awful, but the penalties for wearing the armor we naturally wear are bad. I never tackle anymore, particularly since I can trample: 5 second RT with a nice +25 bonus.

Jeril
09-18-2013, 07:36 PM
You have penalties for size and holding items, there are no penalties to the maneuver for the armor you wear. And as someone using a two-handed weapon, tackle is the best knockdown choice, we are rather limited in that regard.

I also never said don't get feint/tricks first, I did agree with that, and you can't chain feint any more so if you get a crappy roll on feint you can't exactly follow up with another immediately. Being able to disarm/tackle something feint didn't really work on can give you the time to try again.

Latrinsorm
09-18-2013, 08:04 PM
You have penalties for size and holding items, there are no penalties to the maneuver for the armor you wear. And as someone using a two-handed weapon, tackle is the best knockdown choice, we are rather limited in that regard.

I also never said don't get feint/tricks first, I did agree with that, and you can't chain feint any more so if you get a crappy roll on feint you can't exactly follow up with another immediately. Being able to disarm/tackle something feint didn't really work on can give you the time to try again.MAvA survives hidden inside the roll result. Think about it. Why would they hide the formula if they didn't have something to hide that would annoy warriors that didn't hide? Therefore, armor penalties.

Jeril
09-18-2013, 08:17 PM
MAvA survives hidden inside the roll result. Think about it. Why would they hide the formula if they didn't have something to hide that would annoy warriors that didn't hide? Therefore, armor penalties.

I am going to say, no. Wearing armor doesn't change ones chances of success at pulling off maneuvers. They hide the formulas to give bored people like you something to do.

Ceyrin
09-18-2013, 08:28 PM
MAvA survives hidden inside the roll result. Think about it. Why would they hide the formula if they didn't have something to hide that would annoy warriors that didn't hide? Therefore, armor penalties.

http://farm7.static.flickr.com/6043/6304806744_6e5905e9f7.jpg

Archigeek
09-18-2013, 11:14 PM
I'm in the negative tackling with both hands empty typically. Riddle me that. I will concede though, that trample A, requires a shield, and B, requires shield training, and C, is much better with trample mastery. In my view, it is what tackle should be: lower RT, less penalty, and multiple knock downs with the right training. If you're set on THW's, I'd stick with feint and then swing for the fences.

Jeril
09-18-2013, 11:35 PM
Being in the negative, if you were empty handed and not encumbered, means it is a size issue. I am a bit curious how you get that bonus of 25 using trample though, or was this against something like a fetish master? I know that you get a bonus of 10 from shield focus, is there any other source for your bonus that you can train for?

Archigeek
09-19-2013, 02:57 AM
I assume that shield training has something to do with it? Maybe that would make too much sense. And yes, unencumbered vs fetish masters is a +25 bonus.

It's all moot though if he's going with THW.

Jeril
09-19-2013, 03:16 AM
Do you know why I picked a fetish master? I get a bonus of 15 against them with a weapon in hand, you get that additional 15 above your focus training for the same reason, its a size thing. And while you can say it is moot, it is important to note that someone can't expect to always get that +25 bonus when trying a shield maneuver against something. In most cases people are only likely to see a +10 from focus or lower for attacking a larger target as most creatures tend to be of equal or larger size then average. Trample and the new shield maneuvers are amazing though and if using a maul wasn't such a part of Jeril's character I'd likely be sword/board now.

Aluvius
09-21-2013, 11:26 AM
.... Trample and the new shield maneuvers are amazing though and if using a maul wasn't such a part of Jeril's character I'd likely be sword/board now.

Or as I like to say, bored of swords now! /zing


Chip Chipperson