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Old 08-05-2009, 09:03 PM
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Secrets
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It's kind of the same idea edge did. We had a % modifier on stats, and the stats would scale to level. I would totally be for that, if only for making custom content easier.

The main issue a lot of server ops have in balancing NPCs is making it so their stats are challenging for the level they are at. Otherwise, you have level 98 mobs one shotting people because they think "higher level is better". If you have a generic scaling for NPCs, it would make it a ton easier to scale to custom content, and encounters in general. I would love a variable like this for creating almost anything.

If this system was implemented, i'd also remove the hpmax submission.
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Old 08-05-2009, 10:20 PM
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If I get time, I might try to work out the details to get the new maxlevel and scaling stuff added in. And after that, there is always the possibility of making use of that system through quest commands later.

Is anyone apposed to the idea of the scaling system to go with the new maxlevel system idea? Or are there any suggestions on how to handle it in a better way?

EDIT: Corrected my formulas above so they would actually work as intended.
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Last edited by trevius; 08-06-2009 at 06:35 AM..
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Old 08-12-2009, 03:18 PM
Wesell
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Looking at the data in this post it would seem the live HP scaling was a bit of a hack. It would appear that 20 HP is added to base HP for each additional level. Obviously this may and probably did change if they continued to use scaling code in expansion releases.
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Old 08-12-2009, 05:06 PM
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This has already been added to the SVN. The scaling we use is based on percentages of current stats depending on the relative level of the spawned NPC vs it's base level and base stats.
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Old 08-12-2009, 05:22 PM
Wesell
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Yeah, I noticed. I just thought that this would be an interesting little bit of info for anyone who was following this thread. Maybe bumping this server code submissions thread was not the most appropriate way to highlight this info.
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