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Old January 11, 2009, 01:19   #1
Malak Darkhunter
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Rings of bodykeeping and soulkeeping

Hmm...I was using a ring of bodykeeping wich sustained my strength,dexterity,and constitution. Then I just found a ring of soulkeeping that sustains my strength, intelligence, wisdom. Why is strength sustained in both rings? Charisma is not sustained in either ring...Is this a bug?
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Old January 11, 2009, 06:58   #2
PowerDiver
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Quote:
Originally Posted by Malak Darkhunter View Post
Hmm...I was using a ring of bodykeeping wich sustained my strength,dexterity,and constitution. Then I just found a ring of soulkeeping that sustains my strength, intelligence, wisdom. Why is strength sustained in both rings? Charisma is not sustained in either ring...Is this a bug?
Charisma is a useless stat that should not exist, and certainly is not worth the bother of a sustain. Even mages and priests need sustain strength so they can carry their stacks of spellbooks.
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Old January 11, 2009, 08:28   #3
Antoine
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Originally Posted by PowerDiver View Post
Charisma is a useless stat that should not exist, and certainly is not worth the bother of a sustain. Even mages and priests need sustain strength so they can carry their stacks of spellbooks.
Charisma should become a secondary stat and stealth should become a primary stat

end(stuckrecord)

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Old January 11, 2009, 18:05   #4
Malak Darkhunter
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Of course charisma has a use, you want to be able to buy items for a new character don't you? Charisma affects the store prices. But I did not start this thread to talk about the usefulness of charisma, if your going to make rings of stat sustains, at least do all six, not leave one out just because you don't like that particular stat. It's the proper thing to do, you might be surprised some people might want their charisma to be sustained, as it should be if you go through the pain of equipping both rings.
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Old January 11, 2009, 18:18   #5
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Quote:
Originally Posted by Malak Darkhunter View Post
Of course charisma has a use, you want to be able to buy items for a new character don't you? Charisma affects the store prices. But I did not start this thread to talk about the usefulness of charisma, if your going to make rings of stat sustains, at least do all six, not leave one out just because you don't like that particular stat. It's the proper thing to do, you might be surprised some people might want their charisma to be sustained, as it should be if you go through the pain of equipping both rings.
I didn't leave charisma because I don't like it; I left it out because int/wis/str is a more useful combination than int/wis/chr. If you want to sustain charisma, go find a ring of sustain charisma.

PS. Charisma may not be in V for much longer...
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Old January 11, 2009, 21:46   #6
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Charisma may not be in V for much longer...
What is your plan?

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Old January 11, 2009, 21:58   #7
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What is your plan?

A.
Not much of one yet, except that I expect 3.1.2 to stop Charisma having an effect on store prices, and then finally the price of items will be that specificed in the object.txt file. After that (probably in 3.2.x, since it's compat-breaking), either I find new uses for it, or remove it, and go with five stats, or I find something else to shoehorn into the stat system that can work on the same scale.
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Old January 11, 2009, 22:13   #8
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Just a completely random thought that will make everyone hate me, since the 6-stats system is mostly imported from Dungeons and Dragons, and in D&D the Sorceror uses CHA as arcane magic stat, while INT determines things like Skill points gained per level, how about:

INT: magic devices and XP bonus (maybe scaled by (INT+10)/20, so that at 18/220 INT you get 250% XP?)
WIS: same as before (priest spells and saving throws)
CHA: arcane spells and store prices
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Old January 11, 2009, 22:18   #9
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CHA already has an effect on spells with saving throws. It's just not a big effect, and most of the spells aren't very useful.
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Old January 12, 2009, 01:37   #10
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Originally Posted by takkaria View Post
Not much of one yet, except that I expect 3.1.2 to stop Charisma having an effect on store prices, and then finally the price of items will be that specificed in the object.txt file. After that (probably in 3.2.x, since it's compat-breaking), either I find new uses for it, or remove it, and go with five stats, or I find something else to shoehorn into the stat system that can work on the same scale.
Sounds good.

Having done it, I can say that very little needs to be changed to put Stealth into the stat system. For instance, you don't need to change magic items and artifacts - there are already plenty that give Stealth bonuses which are on the right scale.

I don't think you even need to break savefile compatibility.

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