Forums » General Pantheon Discussion

Pantheon Attributes?

    • 45 posts
    August 28, 2020 12:57 PM PDT

    After the latest stream, we could see the attributes of the character being:

    Strenght
    Stamina
    Constitution
    Agility
    Dexterity
    Intellect
    Wisdom
    Charisma

    Do we know what each attributes effects and how much? I guess strength will affect mele damage with a weapon and maybe how much you can carry. But has it been talked about in a stream or a newsletter?

     

    • 133 posts
    August 28, 2020 2:45 PM PDT

    It's safe to guess that they are going to take a page from D&D here, at least for now until more detail comes out.

    Strength is your melee damage and possibley how much you can carry.
    Constitution is your hit points.
    Dexterity is your movement speed and dodge.
    Intellect is how well a character comprehends the world around them, it also indicates thier skill with magic.
    Wisdom is their how well the character understands people and allows them to cast certain spells.
    Charisma is how well character can barter, persuade, basically social skills.

    Considering that they have a separate thing for agility and stamina, which Con usually handles stamina, and Dex usually handles agility, I can only assume that the agility will be movement speed and then Dex is dodge and chance to hit. Stamina is more than likely going to be purely for climbing from as far as I can tell.

    • 1281 posts
    August 28, 2020 3:52 PM PDT

    They did say during the stream that for Priest, Wisdom affects how much mana you have and Intellegence affects chance to crit. Where Arcane casters, Intellgience affects Mana and Wisdom affects chance to crit.


    This post was edited by bigdogchris at August 28, 2020 3:52 PM PDT
    • 347 posts
    August 28, 2020 4:43 PM PDT

    OCastitatisLilium said: It's safe to guess that they are going to take a page from D&D here, at least for now until more detail comes out.

    Strength is your melee damage and possibley how much you can carry.
    Constitution is your hit points.
    Dexterity is your movement speed and dodge.
    Intellect is how well a character comprehends the world around them, it also indicates thier skill with magic.
    Wisdom is their how well the character understands people and allows them to cast certain spells.
    Charisma is how well character can barter, persuade, basically social skills.

    Considering that they have a separate thing for agility and stamina, which Con usually handles stamina, and Dex usually handles agility, I can only assume that the agility will be movement speed and then Dex is dodge and chance to hit. Stamina is more than likely going to be purely for climbing from as far as I can tell.

    Think Dexterity and Agility in Everquest. Agility effects misses, AC value, tertiary checks on skills like dodge, evade, etc. Agility also decreased movement speed when it was below 75 but didn't improve it past 75. Dexterity effected song missed note chance, chance of weapon procs, spell interrupts or anything that involves precise tactile nimbleness using your hands. My guess is Pantheon will be similar in this instance.

    While Wisdom for Healers effects Mana Pool and Spell Power, Intelligence for them effects Spell Critical chance. Pure Casters is reversed. Intelligence gives Mana Pool and Spell Power whereas Wisdom effects Spell Critical chance. 

    Constitution may effect a few functions but the only one I was able to monitor when exhanging the chest item that gave 1 constitution was Spell Power. Constitution gave the Shaman Spell Power, albeit moderately. It did not give Mana, Health or Endurance.


    This post was edited by Janus at August 28, 2020 4:52 PM PDT
    • 1860 posts
    August 28, 2020 7:49 PM PDT

    Stamina has always been the stat that increases hitpoints.


    This post was edited by philo at August 28, 2020 7:50 PM PDT
    • 220 posts
    August 28, 2020 10:05 PM PDT

    philo said:

    Stamina has always been the stat that increases hitpoints.

     

    It has, but now that I sit back and think about it, I wonder why that is?  When I think about the word stamina, the first thing that comes to mind is fatigue and not vitality.

     

    Unless I am missing something, I would think that constitution or vitality would more accurately communicate the idea of hit points.

     

    With that said, as a long time EQ player, i'm not opposed to keeping the sta=hitpoints thing since it's what I grew up around, but I find this interesting nonetheless.

    • 347 posts
    August 28, 2020 11:49 PM PDT

    If we're going with the meaning of the words, I would think Constitution would apply towards Health and Syamina for Endurance, Endurance Regen or something else. However, increasing it did nothing for the Health of the Shaman in the video.

    • 523 posts
    August 29, 2020 1:44 AM PDT

    Joppa said either during the stream or during the Pantheon Plus recap that Constitution is mana and health regeneration.

    • 500 posts
    August 29, 2020 8:27 AM PDT

    @Mathir Joppa said that attributes effect classes differently i.e. for Shaman Wisdom = mana pool & Intelligence = Crit chance, with the opposite effects for a Wizard. Also, iirc, he stated that whichever school of magic a Wiz focuses on will be effected differently by specific attributes (not sure whether this was on a stream or in Discord).

    Its just an assumption on my part, but I wouldn't be surprised if this most likely applies to how other classes utilize attriibutes as well.


    This post was edited by Grymmlocke at August 30, 2020 7:39 AM PDT
    • 1860 posts
    August 29, 2020 11:39 AM PDT
    My first reaction to "stats have different effects for different classes" is that I dont like it.

    It seems like another of a dozen examples where they are over complicating things.

    A player should be able to know what a stat does without having to quantify it by class or spec.

    They are trying to hard to make all stats useful for all classes. Over thinking. Over complicating. This seems to be a reoccurring issue with the design perspective.
    • 2644 posts
    August 29, 2020 1:49 PM PDT

    philo said: It seems like another of a dozen examples where they are over complicating things.  Over thinking. Over complicating. This seems to be a reoccurring issue...

    This is a valid description of any number of user's posts on these forums, including many of yours.

    Physician, heal thyself.

    • 1860 posts
    August 29, 2020 2:37 PM PDT

    Agreed, like mentioned, it has come up multiple times before.  I'm definitely only one of many to bring it up.  It seems to be a common observation at this point.

    • 347 posts
    August 29, 2020 8:29 PM PDT

    Mathir said: ...


    Joppa said either during the stream or during the Pantheon Plus recap that Constitution is mana and health regeneration.

    Also and as was shown in the recent stream, it increased spell power, oddly.


    This post was edited by Janus at August 29, 2020 8:29 PM PDT
    • 249 posts
    August 30, 2020 3:42 AM PDT

    philo said: My first reaction to "stats have different effects for different classes" is that I dont like it. It seems like another of a dozen examples where they are over complicating things. A player should be able to know what a stat does without having to quantify it by class or spec. They are trying to hard to make all stats useful for all classes. Over thinking. Over complicating. This seems to be a reoccurring issue with the design perspective.

    I don't think it's complicated at all, it's rather simple in fact and looks like it will be interesting for gearing and building our classes.

    • 3852 posts
    August 30, 2020 7:03 AM PDT

    I am not at all convinced that having an attribute do different things for different classes is a bad idea. Nor do I see it as complicated. They will probably have a standard system where when you mouse over the attribute it will say what it does for the class you are playing at the time.

    The alternatives would seem to be either having a *lot* of drops that are totally useless for the characters picking them up or drops determined based on the character class that is getting them. I prefer having the drop based on the mob dropping the item and it will be useful or not useful as the Gods will. 

    With this preference I would much rather see. for example, every attribute having at least some value for every class even though certain attributes will be more important than others. A fighter with high strength so that another point gives almost no marginal value might well far prefer a help of intelligence plus 1 to improve whatever intelligence winds up improving.

    • 1860 posts
    August 30, 2020 9:00 AM PDT

    I hope you are right.  We will see how it plays out.

    Especially with the stat caps, it seems like it will water down gear pieces and make everything usable  by everyone they are proficient with.

    No more int gear is for arcane casters and wisdom gear is for priest classes.  Now you will be rolling against everyone.

    This makes need before greed not a thing when everyone can use every stat. Everyone needs everything.

    I think part of the reason VR did it this way is to minimize min maxing of a couple stats.  That is the same thing that stat caps do.  I dont mind that.  Min maxing will still happen, you will just have to be much more in touch with your class and the value of stats.  More casual players will have a hard time being efficient with stat distribution.

      It does open itself up to a wider variety of gear options within a class so thats good.  There will likely only be a couple types of stat focusing that are considered best for a class.  Someone who goes outside that then has a very real potential to gimp themselves...which I like personally but some people might not like being told that their int caster doesnt put out enough dps because their wisdom is to low. 

    There will also be confusion at first and will likely end up with a lot of people rerolling.  We have all been conditioned through D&d and thousands of copycat games that stats do certain things.  We have seen confusion early in this thread.  We saw confusion in the Jim Lee stream a few years back.  People will be rushing through character creation and assuming stats do a certain thing.  Its not necessarily a bad thing but it will be frustrating to some players.

    We will see how it plays out.


    This post was edited by philo at August 30, 2020 9:52 AM PDT
    • 113 posts
    August 30, 2020 11:16 AM PDT

    Also want to point out that almost every class has an ability or spell that lists an attribute on it. Of course we don't know how up to date these ability designs are and the lists are probably incomplete. In fact Shaman and Wizard do not have any skils listed with attribute ties and Summoner are all based on the pets stats instead.

     

    The ones that stick out to me are Paladin needing Charisma for CC, is it worth the points for those 2 skills compared to more HP or something? DEX for warrior shield slam, is it worth it for 1 abil to not min/max traditional STR/HP/AC? Enchanter constituion I suppose if it's mana regen would be good to have anyways. Really makes me wonder how that itemization is going to look attribute wise.

     

    Shrug.

     

    Cleric:

    Determined Strike

    You strike your enemy with a sturdy blow, inflicting Physical damage plus additional Divine damage based on your Wisdom.

     

    Searing Cudgel

    A powerful melee attack that deals greater damage the longer you charge the attack before releasing. Undead targets will take additional Divine damage based on your Strength and Wisdom.

     

    Arcing Luminance

    Instantly restores a portion of your health, then jumps to two additional group members, healing X% more each jump. After the second group member is healed, you will be healed again for the same amount. The amount healed per jump will increase based on your Wisdom.

     

    Dire Lord:

     

    Sanguine Shield

    You draw out your blood and form it into a solid shield in front of you, dampening the damage of magical attacks against you for 2 seconds. There is a chance the damage will be nullified completely and this chance will increase based on your Constitution. (Uses Essence)

     

    Druid:

     

    Preserver's Wildfire

    You animate three tendrils of Verdanfire that lash around you wildly, damaging any enemy and healing any ally they touch. These tendrils grow longer and reach farther every second for the duration of the ability. You will be able to animate more than three tendrils based on your Wisdom, Intelligence and Constitution.

     

    Call Lightning

    You call a bolt of lightning to strike your enemy, inflicting Shock damage. If Call Lightning is used during a storm, strikes will inflict X% more damage and there is a chance for up to two additional strikes based on your Wisdom and your current level. Additionally, if the target is Wet each strike will be a guaranteed Critical Hit.

     

    Enchanter:

     

    Mesmerize

    You mesmerize your target, completely incapacitating them for X duration. The duration of this effect can be increased based on your Charisma and Constitution. Any damage will break the effect.

     

    Charm

    You attempt to infiltrate your target’s mind, allowing you to take control of them for X duration. The chance of a successful Charm and the length of time the Charm will last can be improve based on your Intelligence, Constitution and Charisma.

     

    Monk:

     

    Resonating Palm

    A powerful strike that inflicts high damage and heals you for 60% of the damage dealt. This percentage of healing can increase above 60% based on your Constitution. (Uses Chakra. Requires the Gate of Sorrow to be open).

     

    Paladin:

     

    Glorified Self

    You send forth a shining image of yourself to battle an enemy for a short time. The length of time your image will detain an enemy in combat will increase based on your Wisdom and Charisma. (Uses Wrath)

     

    Miraculous Shimmer

    You leave a shining image of yourself behind to detain an enemy while you move with miraculous speed to a location near the group member with the lowest health. The length of time your image will detain an enemy in combat will increase based on your Wisdom and Charisma. (Uses Wrath)

     

    Edict of Celestial Force

    You recite a sacred word of power, hurling your target backwards up to X meters. The distance they are pushed is based on your Strength and Wisdom. (Uses Wrath, Generates 1 Reckoning Point)

     

    Ranger:

     

    Ferocious Assault

    Unleash a flurry of rapid strikes with both weapons, inflicting Physical damage with a chance (50%) to interrupt your enemy's spell casting. The interrupt chance will increase beyond 50% based on your Agility and Dexterity.

     

    Aim to Kill

    Rapidly fire 3 arrows at your enemy, with a chance to fire up to 2 additional arrows based on your Agility and Dexterity.

     

    Rogue:

     

    Veiled Strike

    Strike at your enemy's eyes with a hidden blade, reducing their Hate towards you by twice the amount of damage this ability inflicts. The amount of Hate reduced can increase beyond this amount based on your Dexterity.

     

    Warrior:

     

    Shield Slam

    You slam your shield into your enemy, disorienting them with a high chance of interrupting their spell casting and a small chance of stunning them briefly. These chances can increase based on your Strength, Dexterity and Shield Mastery. (Grants 1 Battle Point)

     

    Shield Block

    You raise your shield to meet your attackers, dramatically reducing the physical damage you receive for 2 seconds and converting X% of it into Resilience. If timed correctly, you will reduce the damage of an enemy’s Devastating Attack by up to 50% based on your Strength, Constitution and Shield Mastery. Certain shields may have material properties that can reflect magical damage when using Shield Block. (Uses 2 Battle Points)

     

     

    • 79 posts
    August 30, 2020 5:47 PM PDT

    I'm not seeing the swagger stat listed here, without my swagger how is my gnome supposed to keep his pimp hand strong, everyone knows pimp hand scales with swagger!