Jump to content

A Quantitative Analysis of the Balance of Alignment in FL v3.0


WarriorCleric

Recommended Posts

A Quantitative Analysis of the Balance of Alignment in FL v3.0

By WarriorCleric

Welcome, everyone to the latest installment of The Quantitative Analysis of the Balance of Alignment in FL. This is version 3.0, now with Blademasters and Liches, and adjusted for Tribunal. For those of you unfamiliar with this work, it is a bunch of information you never wanted to know, and is almost completely useless, but information I will reference in my future posts to make the time spent relevant. I pretty much do this every semester at the begining because I feel like doing something studious and have no work to do yet. So I force this garabage upon you. I fully understand that the title perhaps is not the best title for this kind of work, but it is what I originally titled it, so it stays, because I fear change.

What I hope that this information shows to people is the distribution of alignment through out race class combinations, quest classes, quest races, and cabals. One of the common perceptions from the playerbase is that evils have more than anyone else, but it really is just how you look at it. Evils do have more options, but they have very limited means, where as a much larger population of the goods have potential to become a quested character. This isn’t created with the intentions of changing opinions, but to give more perspective.

Additionally, I added some useless crap about weapons. As always, if you find mistakes, let me know, if you want something added, let me know. Anyways, enjoy.

Races:

There exists 19 different basic races,

of those 19 different basic races;

10 can be good, (52.6%)

12 can be neutral, (63.2%)

9 can be evil. (47.3%)

17 can be lawful, (89.4%)

18 can be neutral, (94.7%)

19 can be chaotic (100%)

Classes:

There exists 17 different basic classes,

of those 17 different basic classes;

13 can be good, (76.5%)

10 can be neutral, (58.8%)

13 can be evil. (76.5%)

17 can be lawful, (100%)

17 can be neutral, (100%)

17 can be chaotic (100%)

Race Class Combinations:

Of those 19 different basic races and 17 different basic classes there exists 114 different basic race/class combinations.

Of those 114 different basic race class combinations;

65 can be good with an average experiance penalty of 390, (57.0%)

55 can be evil with an average experiance penalty of 358.2, (48.2%)

56 can be neutral with an average experiance penalty of 322.8. (49.1%)

Thus, their exists 176 different basic race/class/alignment combinations

Quest Classes:

Of the 65 good aligned race class combinations 9 can become a Crusader (13.8%)

Of the 65 good aligned race class combinations 10 can become a Psionic (15.3%)

Of the 56 neutral aligned race class combinations 6 can become a Psionic (10.7%)

Of the 55 evil aligned race class combinations 1 can become a Psionic (01.8%)

Of the 55 evil aligned race class combinations 3 can become a Lich. (05.5%)

Of the 55 evil aligned race class combinations 1 can become a Vampire. (01.8%)

Thus, of the 65 good aligned race class combinations, 19 can become a quest class. (29.2%)

And, of the 56 neutral aligned race class combinations, 6 can become a quest class. (10.7%)

And, of the 55 evil aligned race class combinations, 5 can become a quest class. (9.1%)

Quest Races:

Of the 55 evil aligned race class combinations 13 can become a Undead. (23.6%)

Of the 55 evil aligned race class combinations 7 can become a Demon. (12.7%)

Of the 65 good aligned race class combinations, 65 can become an Avatar (100%)

Thus, of the 65 good aligned race class combinations, 65 can become a quest race. (100%)

And of the 56 neutral aligned race class combinations, 0 can become a quest race. (0.0%)

And, of the 55 evil aligned race class combinations, 13 can become a quest race. (23.6%)

Cabals:

Tribunal

Of the 65 good aligned race class combinations 65 can become a member of Tribunal (100%)

Of the 56 neutral aligned race class combinations 50 can become a member of Tribunal (89.3%)

Of the 55 evil aligned race class combinations 48 can become a member of Tribunal (87.3%)

Watcher

Of the 56 neutral aligned race class combinations 56 can become a member of Watcher (100%)

Syndicate

Of the 56 neutral aligned race class combinations 48 can become a member of Syndicate (85.7%)

Of the 55 evil aligned race class combinations 55 can become a member of Syndicate (100%)

Knight

Of the 65 good aligned race class combinations 65 can become a member of Knight (100%)

Nexus

Of the 55 evil aligned race class combinations 55 can become a member of Nexus (100%)

Warmaster

Of the 65 good aligned race class combinations 33 can become a member of Warmaster (50.7%)

Of the 56 neutral aligned race class combinations 40 can become a member of Warmaster (71.4%)

Of the 55 evil aligned race class combinations 28 can become a member of Warmaster (50.9%)

Savant

Of the 65 good aligned race class combinations 18 can become a member of Savant (27.7%)

Of the 56 neutral aligned race class combinations 6 can become a member of Savant (10.7%)

Of the 55 evil aligned race class combinations 20 can become a member of Savant (36.4%)

Herald

Of the 65 good aligned race class combinations 65 can become a member of Herald (100%)

Of the 56 neutral aligned race class combinations 54 can become a member of Herald (96.4%)

Of the 55 evil aligned race class combinations 55 can become a member of Herald (100%)

Weapons

Of the 9 different weapons types, Warriors can use 9 (100%), Thieves can use 4 (44%), Bards can use 4 (44%), Battlemages can use 4 (44%), Invokers can use 3 (33%), Necromancers can use 3 (33%), Clerics can use 4 (44%), Rangers can use 7 (77%), Berserkers can use 8 (88%), Ninjas can use 4 (44%), Monks can use 6 (66%), Dark Knights can use 8 (88%), blademasters can use 4 (44%), Paladins can use 4 (44%)

Of the 14 different basic, no convert, classes, 4 (28.5%) can use axes, 12 (85.7%) can use daggers, 5 (35.7%) can use flails, 8 (57.1%) can use maces, 6 (42.8%) can use polearms, 8 (57.1%) can use spears, 11 (78.5%) can use swords, 7 (50%) can use whips and 11 (78.5%) can use staffs.

WC

Link to comment
Share on other sites

100% good aligns can not become knights, correct, but 100% of the good race class combinations can.

The only time ethos will affect this model is in the case of Minotaurs and Ferals, because they can not be lawful, additionally minotaurs can't be neutral with ethos. Outside of that the model does not account for the choice of ethos.

WC

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...