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GUIDE- Which attribute do I need? (created by Hades - RIP)


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#1 Tessers

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Posted 13 April 2013 - 05:03 PM

Since the new attribute system may seem a bit overwhelming for some, who don't know what attributes they should be aiming for, I decided to make a guide to help them out.

The attributes you can pick are: Matter, Might, Dexterity, Reaction, Toughness, Rationality, Ethereality, Carry, Charm*, Magic Offense*, Magic Defense*, Perception*.

Matter - This are your Health Points. Each point spent here gives you 6 points of Healh. Depending on your stats and which skills you would like to pursue, the amount of health you needs can vary from 60 to 170. I myself got 150 HP, and am a pure fighter and an active PKer. So I myself got 25 matter, but if you are a new player I guess about 8-12 points in this will do you just fine until you get higher a/d or whatever skill you choose.

Might- Basically your damage. Each point here increases your damage by a small amount, but it adds up! Some people neglect it, and then find themselves dealing low damage. I suggest you do not neglect it, but don't get too much of it.

Dexterity - Your ability to hit, your accuracy. This attribute helps you hit, it is quite important if you do not wish to miss hits. However, since it gives quite a high amount of accuracy, do not get too much of this if you just want to train. For an active PKer, this is probably the most important attribute.

Reaction - Your dodge rate, your ability to avoid getting hit. This is quite important as well for a fighter, since it helps you avoid getting hit, thus you wont get damaged as much.

Toughness - This attribute helps absorb damage. If an opponent hits you, the amount they are able to hit for is also determined by this attribute. This is quite neglected by some, but it's possibly the most important attribute for those who train a lot, and want to use as little resources as possible. Players with high toughness get hit for low damage, but if they lack Reaction they will get hit too often and it'll add up.

Rationality - Gives you a small bonus exp, helps you with reading books and currently boosts your spell power. Since magic is to be reworked I do not recommend this attribute at the time.

Ethereality - Each point here boosts your mana pool by 8. If you like casting spells and need to have a higher mana pool, put some points here, but just a few, since magic and summoning will get reworked, so they aren't skills you should be looking to level at the current time.

Carry - Each point here gives you 20 more EMU(carry capacity). If you are a harvester or a mixer and like to carry lots of stuff, this is the attribute for you. Also, keep in mind, each overall level also gives you 2.5 EMU, but you still need a bit more even if you're a fighter, to stay longer at spawns. Don't take too much of this unless you are a mixer/harvester.

Charm*, Magic Offense*, Magic Defense*, Perception*- These currently hardly do anything, so stay away from these. They will be useful after Magic/Ranging/Summoning will get redone, but we'll get another free soft reset after that happens, so if you took some by accident, dont despair, it'll get reseted after the skills are redone.

For a Fighter who doesn't like to PK, I suggest focusing on Might and Toughness mostly, just enough Matter(100~HP is ok), and ofcourseDexterity and Reaction but only medium amounts of these. Also, don't forget Carry to stay longer on spawns.

For a PKer - Dexterity and Reaction are most important, and then comes Might and Toughness. 130-170 HP should be OK (22-28 Matter). Can always take just a bit of rationality and ethereality if you want to use spells to heal for now, until magic gets reworked. Also a bit of Carry.

For a Mixer/Harvester - I guess Matter, Carry and maybe Rationality(if you want a bit more exp and need help reading books faster). Can also take small amounts of attributes designed for a Fighter, if you also want to tackle mobs.

An AllRounder should have a decent amount of Carry, and depending on which skills he wants to pursue, he should take some of Fighter attributes.

And most important of all, DONT forget NEXUS. Just take 4 Human and you can wear all items ingame at the moment. As for other skills, consult the encyclopedia or ask on channels!


#2 Shadow

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Posted 13 April 2013 - 07:44 PM

Nicely stolen :D

#3 Tessers

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Posted 13 April 2013 - 08:25 PM

I gave Hades credit! :(

#4 Fire

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Posted 15 April 2013 - 05:51 AM

not bad Hades

#5 GypsyNomad

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Posted 08 May 2013 - 09:38 PM

Good Job Hades!

#6 scarr

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Posted 09 May 2013 - 04:14 AM

Omg that font is killing me... please change it!

#7 Tuffy

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Posted 12 May 2013 - 08:50 PM

Just want to clarify you can also go onto test server to test a build before you actually use it on main server, so to go onto test all you need to do is right click your shortcut click properties then goto shortcut tab then type in test after the ol.exe" on the target line.

example of command line should read as follows:
"C:Program FilesOther-Lifeol.exe" test

hope this is helpful also for anyone wanting to get that perfect build they are looking for.


edit: also for people that dont know you can soft reset your character in wsc for free on test server as many times as needed, npc is located near mira the potions seller.

#8 Dulac

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Posted 19 May 2013 - 06:35 PM

You should explain Large/Small pack, it helps a lot, u need less carry that u could think

#9 Tuffy

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Posted 20 May 2013 - 02:26 PM

View PostDulac, on 19 May 2013 - 06:35 PM, said:

You should explain Large/Small pack, it helps a lot, u need less carry that u could think

small pack gives 200 extra emu and large pack gives 500 extra emu.

small pack can be bought in general stores and large pack you obtain from killing normal or invasion mobs, or can be bought from other players.

packs are worn like a cloak and it does come in handy for people who want to sacrifice pp from carry attribute.

hope that explains it.

#10 Dulac

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Posted 23 May 2013 - 03:51 PM

View PostTuffy, on 20 May 2013 - 02:26 PM, said:

View PostDulac, on 19 May 2013 - 06:35 PM, said:

You should explain Large/Small pack, it helps a lot, u need less carry that u could think

small pack gives 200 extra emu and large pack gives 500 extra emu.

small pack can be bought in general stores and large pack you obtain from killing normal or invasion mobs, or can be bought from other players.

packs are worn like a cloak and it does come in handy for people who want to sacrifice pp from carry attribute.

hope that explains it.

Ty for the explain.I know how it works, but i wanna say that it should be explained on attribute guide. Packs give u extra EMU for mix, carry items, etc .. So u need less carry to ur build, Small Pack price 1Kgc/Each at Npc
U can read "Also, keep in mind, each overall level also gives you 2.5 EMU,..." i think packs should be explained too :D

#11 Guest_Spelly_*

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Posted 19 October 2014 - 04:43 AM

Nothing new since May 2013?

#12 butler

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Posted 19 October 2014 - 06:03 AM

View PostSpelly, on 19 October 2014 - 04:43 AM, said:

Nothing new since May 2013?

This is the attribute system which skills are being worked on to optimize options. This is a general guide. Once Magic update is complete and implemented Magic Off & Magic Def will allow Sages and priests, General mages and battlemages, with rationality become probably more an all rounders and training cross attributes.

I doubt it will change too much, because we're trying to make sure that everything gels together as close to the first implementation as possible. That means probably a few tweaks, but takes time. Hopefully it will result in things working for a long time, but with the way L wants updates to be is to make it as easy as possible to change things quickly in case something cripples the game. So i would expect a few updates to these around the big updates, and maybe a few imbetween, but hopefully most things aren't so broken they need changing constantly. Hopefully this means the attribute system is working. I think it is mostly.

#13 Guest_Spelly_*

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Posted 19 October 2014 - 10:13 AM

Thanks for your reply, got afraid that being so long it will never be implemented. So far you've done a great job improving EL's weaknesses, good luck in solving what I think it's the biggest one: no combat (PvM) roles except melee fighter! I'll certainly stick around and collect pps until it's implemented.

#14 Fire

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Posted 19 October 2014 - 10:21 AM

your welcome Spelly, but why my reply got deleted? ...

#15 butler

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Posted 20 October 2014 - 04:26 AM

Just the problem that magic is still being tested, so any changes to the attributes right now would break magic more until the update. I'm certain the new X-attris will have value when the Magic Update is implemented.

#16 Hecate

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Posted 27 June 2017 - 06:10 PM

Thz Grimm

#17 ohmygod

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Posted 05 February 2019 - 09:38 AM

Quote

Rationality - Gives you a small bonus exp, helps you with reading books and currently boosts your spell power. Since magic is to be reworked I do not recommend this attribute at the time.

Also gives a form of magic resistance and reduces the magic (LD) damage in PvP at least. At 50 rationality can reduce effect of LD by 20 points of incoming spell damage per second/round.

Quote

Thanks for your reply, got afraid that being so long it will never be implemented. So far you've done a great job improving EL's weaknesses, good luck in solving what I think it's the biggest one: no combat (PvM) roles except melee fighter! I'll certainly stick around and collect pps until it's implemented.

There is no Mage/healer/ranger build suggested in starter post of thread, for use while "magic system" is being developed, if interested in this type of play high rationality, high carry, decent matter/Etherality and you can put the rest in to mixing nex to harvest and mix what you need to level.



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