Requirements:
Bardsong:
Level 16 : 30 Perform
Level 17 : 31 Perform
Level 18 : 32 Perform
Level 19 : 33 Perform
Level 20 : 34 Perform
Level 21 : 35 Perform
Level 22 : 36 Perform
Level 23 : 37 Perform
Level 24 : 39 Perform
Level 25 : 41 Perform
Level 26 : 43 Perform
Level 27 : 45 Perform
Level 28 : 47 Perform
Level 29 : 49 Perform
Level 30 : 51 Perform
Level 31 : 54 Perform
Level 32 : 57 Perform
Level 33 : 60 Perform
Level 34 : 63 Perform
Level 35 : 66 Perform
Level 36 : 69 Perform
Level 37 : 72 Perform
Level 38 : 75 Perform
Level 39 : 78 Perform
Level 40 : 84 Perform
Cursesong:
Level 16 : 30 Perform
Level 17 : 31 Perform
Level 18 : 32 Perform
Level 19 : 33 Perform
Level 20 : 34 Perform
Level 21 : 35 Perform
Level 22 : 43 Perform
Level 23 : 45 Perform
Level 24 : 47 Perform
Level 25 : 50 Perform
Level 26 : 52 Perform
Level 27 : 55 Perform
Level 28 : 57 Perform
Level 29 : 60 Perform
Level 30 : 62 Perform
Level 31 : 66 Perform
Level 32 : 70 Perform
Level 33 : 74 Perform
Level 34 : 78 Perform
Level 35 : 82 Perform
Level 36 : 86 Perform
Level 37 : 90 Perform
Level 38 : 94 Perform
Level 39 : 98 Perform
Level 40 : 108 Perform
Bard/Curse Song
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JesterOI
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Effects List
Level 17:
+2 hp
+1 skills
Level 18:
+2 hp
Level 19:
+2 hp
+1 skills
Level 20:
+2 hp
Level 21:
+2 hp
+1 skills
Level 22:
+1 will
+2 hp
Level 23:
+1 dmg
+2 hp
+1 skills
Level 24:
+1 reflex
+2 hp
Level 25:
+1 ab
+2 hp
+1 skills
Level 26:
+1 fort
+2 hp
+1 ac
Level 27:
+2 hp
+1 skills
Level 28:
+2 hp
Level 29:
+1 will
+2 hp
+1 skills
Level 30:
+2 hp
Level 31:
+1 ab
+1 dmg
+3 hp
+1 ac
+1 skills
Level 32:
+3 hp
+1 skills
Level 33:
+1 will
+3 hp
+1 skills
Level 34:
+3 hp
+1 skills
Level 35:
+1 dmg
+3 hp
+1 skills
Level 36:
+1 fort
+3 hp
+1 skills
Level 37:
+1 will
+1 reflex
+4 hp
+1 skills
Level 38:
+1 dmg
+5 hp
+1 skills
Level 39:
+5 hp
+1 skills
Level 40:
+2 ab
+2 dmg
+2 will
+2 fort
+2 reflex
+20 hp
+2 ac
+4 skills
+2 hp
+1 skills
Level 18:
+2 hp
Level 19:
+2 hp
+1 skills
Level 20:
+2 hp
Level 21:
+2 hp
+1 skills
Level 22:
+1 will
+2 hp
Level 23:
+1 dmg
+2 hp
+1 skills
Level 24:
+1 reflex
+2 hp
Level 25:
+1 ab
+2 hp
+1 skills
Level 26:
+1 fort
+2 hp
+1 ac
Level 27:
+2 hp
+1 skills
Level 28:
+2 hp
Level 29:
+1 will
+2 hp
+1 skills
Level 30:
+2 hp
Level 31:
+1 ab
+1 dmg
+3 hp
+1 ac
+1 skills
Level 32:
+3 hp
+1 skills
Level 33:
+1 will
+3 hp
+1 skills
Level 34:
+3 hp
+1 skills
Level 35:
+1 dmg
+3 hp
+1 skills
Level 36:
+1 fort
+3 hp
+1 skills
Level 37:
+1 will
+1 reflex
+4 hp
+1 skills
Level 38:
+1 dmg
+5 hp
+1 skills
Level 39:
+5 hp
+1 skills
Level 40:
+2 ab
+2 dmg
+2 will
+2 fort
+2 reflex
+20 hp
+2 ac
+4 skills
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JesterOI
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Effects Summary
if(nPerform >= 84 && nLevel >= 40)
{
nAttack = 6;
nDamage = 9;
nWill = 9;
nFort = 6;
nReflex = 6;
nHP = 100;
nAC = 9;
nSkill = 24;
}
else if(nPerform >= 78 && nLevel >= 39)
{
nAttack = 4;
nDamage = 7;
nWill = 7;
nFort = 4;
nReflex = 4;
nHP = 80;
nAC = 7;
nSkill = 20;
}
else if(nPerform >= 75 && nLevel >= 38 )
{
nAttack = 4;
nDamage = 7;
nWill = 7;
nFort = 4;
nReflex = 4;
nHP = 75;
nAC = 7;
nSkill = 19;
}
else if(nPerform >= 72 && nLevel >= 37)
{
nAttack = 4;
nDamage = 6;
nWill = 7;
nFort = 4;
nReflex = 4;
nHP = 70;
nAC = 7;
nSkill = 18;
}
else if(nPerform >= 69 && nLevel >= 36)
{
nAttack = 4;
nDamage = 6;
nWill = 6;
nFort = 4;
nReflex = 3;
nHP = 66;
nAC = 7;
nSkill = 17;
}
else if(nPerform >= 66 && nLevel >= 35)
{
nAttack = 4;
nDamage = 6;
nWill = 6;
nFort = 3;
nReflex = 3;
nHP = 63;
nAC = 7;
nSkill = 16;
}
else if(nPerform >= 63 && nLevel >= 34)
{
nAttack = 4;
nDamage = 5;
nWill = 6;
nFort = 3;
nReflex = 3;
nHP = 60;
nAC = 7;
nSkill = 15;
}
else if(nPerform >= 60 && nLevel >= 33)
{
nAttack = 4;
nDamage = 5;
nWill = 6;
nFort = 3;
nReflex = 3;
nHP = 57;
nAC = 7;
nSkill = 14;
}
else if(nPerform >= 57 && nLevel >= 32)
{
nAttack = 4;
nDamage = 5;
nWill = 5;
nFort = 3;
nReflex = 3;
nHP = 54;
nAC = 7;
nSkill = 13;
}
else if(nPerform >= 54 && nLevel >= 31)
{
nAttack = 4;
nDamage = 5;
nWill = 5;
nFort = 3;
nReflex = 3;
nHP = 51;
nAC = 7;
nSkill = 12;
}
else if(nPerform >= 51 && nLevel >= 30)
{
nAttack = 3;
nDamage = 4;
nWill = 5;
nFort = 3;
nReflex = 3;
nHP = 48;
nAC = 6;
nSkill = 11;
}
else if(nPerform >= 49 && nLevel >= 29)
{
nAttack = 3;
nDamage = 4;
nWill = 5;
nFort = 3;
nReflex = 3;
nHP = 46;
nAC = 6;
nSkill = 11;
}
else if(nPerform >= 47 && nLevel >= 28 )
{
nAttack = 3;
nDamage = 4;
nWill = 4;
nFort = 3;
nReflex = 3;
nHP = 44;
nAC = 6;
nSkill = 10;
}
else if(nPerform >= 45 && nLevel >= 27)
{
nAttack = 3;
nDamage = 4;
nWill = 4;
nFort = 3;
nReflex = 3;
nHP = 42;
nAC = 6;
nSkill = 10;
}
else if(nPerform >= 43 && nLevel >= 26)
{
nAttack = 3;
nDamage = 4;
nWill = 4;
nFort = 3;
nReflex = 3;
nHP = 40;
nAC = 6;
nSkill = 9;
}
else if(nPerform >= 41 && nLevel >= 25)
{
nAttack = 3;
nDamage = 4;
nWill = 4;
nFort = 2;
nReflex = 3;
nHP = 38;
nAC = 5;
nSkill = 9;
}
else if(nPerform >= 39 && nLevel >= 24)
{
nAttack = 2;
nDamage = 4;
nWill = 4;
nFort = 2;
nReflex = 3;
nHP = 36;
nAC = 5;
nSkill = 8;
}
else if(nPerform >= 37 && nLevel >= 23)
{
nAttack = 2;
nDamage = 4;
nWill = 4;
nFort = 2;
nReflex = 2;
nHP = 34;
nAC = 5;
nSkill = 8;
}
else if(nPerform >= 36 && nLevel >= 22)
{
nAttack = 2;
nDamage = 3;
nWill = 4;
nFort = 2;
nReflex = 2;
nHP = 32;
nAC = 5;
nSkill = 7;
}
else if(nPerform >= 35 && nLevel >= 21)
{
nAttack = 2;
nDamage = 3;
nWill = 3;
nFort = 2;
nReflex = 2;
nHP = 30;
nAC = 5;
nSkill = 7;
}
else if(nPerform >= 34 && nLevel >= 20)
{
nAttack = 2;
nDamage = 3;
nWill = 3;
nFort = 2;
nReflex = 2;
nHP = 28;
nAC = 5;
nSkill = 6;
}
else if(nPerform >= 33 && nLevel >= 19)
{
nAttack = 2;
nDamage = 3;
nWill = 3;
nFort = 2;
nReflex = 2;
nHP = 26;
nAC = 5;
nSkill = 6;
}
else if(nPerform >= 32 && nLevel >= 18 )
{
nAttack = 2;
nDamage = 3;
nWill = 3;
nFort = 2;
nReflex = 2;
nHP = 24;
nAC = 5;
nSkill = 5;
}
else if(nPerform >= 31 && nLevel >= 17)
{
nAttack = 2;
nDamage = 3;
nWill = 3;
nFort = 2;
nReflex = 2;
nHP = 22;
nAC = 5;
nSkill = 5;
}
else if(nPerform >= 30 && nLevel >= 16)
{
nAttack = 2;
nDamage = 3;
nWill = 3;
nFort = 2;
nReflex = 2;
nHP = 20;
nAC = 5;
nSkill = 4;
}
{
nAttack = 6;
nDamage = 9;
nWill = 9;
nFort = 6;
nReflex = 6;
nHP = 100;
nAC = 9;
nSkill = 24;
}
else if(nPerform >= 78 && nLevel >= 39)
{
nAttack = 4;
nDamage = 7;
nWill = 7;
nFort = 4;
nReflex = 4;
nHP = 80;
nAC = 7;
nSkill = 20;
}
else if(nPerform >= 75 && nLevel >= 38 )
{
nAttack = 4;
nDamage = 7;
nWill = 7;
nFort = 4;
nReflex = 4;
nHP = 75;
nAC = 7;
nSkill = 19;
}
else if(nPerform >= 72 && nLevel >= 37)
{
nAttack = 4;
nDamage = 6;
nWill = 7;
nFort = 4;
nReflex = 4;
nHP = 70;
nAC = 7;
nSkill = 18;
}
else if(nPerform >= 69 && nLevel >= 36)
{
nAttack = 4;
nDamage = 6;
nWill = 6;
nFort = 4;
nReflex = 3;
nHP = 66;
nAC = 7;
nSkill = 17;
}
else if(nPerform >= 66 && nLevel >= 35)
{
nAttack = 4;
nDamage = 6;
nWill = 6;
nFort = 3;
nReflex = 3;
nHP = 63;
nAC = 7;
nSkill = 16;
}
else if(nPerform >= 63 && nLevel >= 34)
{
nAttack = 4;
nDamage = 5;
nWill = 6;
nFort = 3;
nReflex = 3;
nHP = 60;
nAC = 7;
nSkill = 15;
}
else if(nPerform >= 60 && nLevel >= 33)
{
nAttack = 4;
nDamage = 5;
nWill = 6;
nFort = 3;
nReflex = 3;
nHP = 57;
nAC = 7;
nSkill = 14;
}
else if(nPerform >= 57 && nLevel >= 32)
{
nAttack = 4;
nDamage = 5;
nWill = 5;
nFort = 3;
nReflex = 3;
nHP = 54;
nAC = 7;
nSkill = 13;
}
else if(nPerform >= 54 && nLevel >= 31)
{
nAttack = 4;
nDamage = 5;
nWill = 5;
nFort = 3;
nReflex = 3;
nHP = 51;
nAC = 7;
nSkill = 12;
}
else if(nPerform >= 51 && nLevel >= 30)
{
nAttack = 3;
nDamage = 4;
nWill = 5;
nFort = 3;
nReflex = 3;
nHP = 48;
nAC = 6;
nSkill = 11;
}
else if(nPerform >= 49 && nLevel >= 29)
{
nAttack = 3;
nDamage = 4;
nWill = 5;
nFort = 3;
nReflex = 3;
nHP = 46;
nAC = 6;
nSkill = 11;
}
else if(nPerform >= 47 && nLevel >= 28 )
{
nAttack = 3;
nDamage = 4;
nWill = 4;
nFort = 3;
nReflex = 3;
nHP = 44;
nAC = 6;
nSkill = 10;
}
else if(nPerform >= 45 && nLevel >= 27)
{
nAttack = 3;
nDamage = 4;
nWill = 4;
nFort = 3;
nReflex = 3;
nHP = 42;
nAC = 6;
nSkill = 10;
}
else if(nPerform >= 43 && nLevel >= 26)
{
nAttack = 3;
nDamage = 4;
nWill = 4;
nFort = 3;
nReflex = 3;
nHP = 40;
nAC = 6;
nSkill = 9;
}
else if(nPerform >= 41 && nLevel >= 25)
{
nAttack = 3;
nDamage = 4;
nWill = 4;
nFort = 2;
nReflex = 3;
nHP = 38;
nAC = 5;
nSkill = 9;
}
else if(nPerform >= 39 && nLevel >= 24)
{
nAttack = 2;
nDamage = 4;
nWill = 4;
nFort = 2;
nReflex = 3;
nHP = 36;
nAC = 5;
nSkill = 8;
}
else if(nPerform >= 37 && nLevel >= 23)
{
nAttack = 2;
nDamage = 4;
nWill = 4;
nFort = 2;
nReflex = 2;
nHP = 34;
nAC = 5;
nSkill = 8;
}
else if(nPerform >= 36 && nLevel >= 22)
{
nAttack = 2;
nDamage = 3;
nWill = 4;
nFort = 2;
nReflex = 2;
nHP = 32;
nAC = 5;
nSkill = 7;
}
else if(nPerform >= 35 && nLevel >= 21)
{
nAttack = 2;
nDamage = 3;
nWill = 3;
nFort = 2;
nReflex = 2;
nHP = 30;
nAC = 5;
nSkill = 7;
}
else if(nPerform >= 34 && nLevel >= 20)
{
nAttack = 2;
nDamage = 3;
nWill = 3;
nFort = 2;
nReflex = 2;
nHP = 28;
nAC = 5;
nSkill = 6;
}
else if(nPerform >= 33 && nLevel >= 19)
{
nAttack = 2;
nDamage = 3;
nWill = 3;
nFort = 2;
nReflex = 2;
nHP = 26;
nAC = 5;
nSkill = 6;
}
else if(nPerform >= 32 && nLevel >= 18 )
{
nAttack = 2;
nDamage = 3;
nWill = 3;
nFort = 2;
nReflex = 2;
nHP = 24;
nAC = 5;
nSkill = 5;
}
else if(nPerform >= 31 && nLevel >= 17)
{
nAttack = 2;
nDamage = 3;
nWill = 3;
nFort = 2;
nReflex = 2;
nHP = 22;
nAC = 5;
nSkill = 5;
}
else if(nPerform >= 30 && nLevel >= 16)
{
nAttack = 2;
nDamage = 3;
nWill = 3;
nFort = 2;
nReflex = 2;
nHP = 20;
nAC = 5;
nSkill = 4;
}
Last edited by JesterOI on Mon May 30, 2005 2:06 pm, edited 1 time in total.
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JesterOI
- Resident Spam King
- Posts: 1016
- Joined: Wed Jan 15, 2003 4:14 am
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- Contact:
Will need to manually adjust Perform requirements in the above for cursesong.
Also may have to remove the spaces I added between the 8 and ) on the levels ending with an 8 and ) (cause they lookes like this
if i didn't add the space)
Got the number 84 for perform for level 40 using the currently available gear and using a pure bard fanatically devoted to performing.
Also any Races or Subraces with a Cha penalty won't be able to attain lvl 40 bardsong.
The 104 for Curse Song requires the use of bardsong.
Also may have to remove the spaces I added between the 8 and ) on the levels ending with an 8 and ) (cause they lookes like this
Got the number 84 for perform for level 40 using the currently available gear and using a pure bard fanatically devoted to performing.
Also any Races or Subraces with a Cha penalty won't be able to attain lvl 40 bardsong.
The 104 for Curse Song requires the use of bardsong.
Last edited by JesterOI on Mon May 30, 2005 2:13 pm, edited 2 times in total.
Thx. I posted a similar mess in the dev category and it's been sitting there for months with no comments for being an eye-watering mess 
Joran talked about party combo mojo before, I'm not sure how much of that was done. It's also pretty easy to do more interesting things with song or make it an ongoing effect as opposed to an instant (read nerf--use an area of effect and require you to stop singing to throw a spell or change to curse song or something).
Joran talked about party combo mojo before, I'm not sure how much of that was done. It's also pretty easy to do more interesting things with song or make it an ongoing effect as opposed to an instant (read nerf--use an area of effect and require you to stop singing to throw a spell or change to curse song or something).
Tep wrote:I login and there's a dwarf to kill. You can't ask for much more than that.
Alkapwn wrote:NC has the most amazing melee build there is. Its a friggin unstopable juggernaut of pain.
I was looking hard at this awhile ago, I believe it would be possible to smash this down into a much more compact script by making the nSkill, nLevel, and nCha into a single variable. This would allow for a bit of variety in builds and remove the limitations imposed by Bioware. Lets call it nSong
Make each function a process of the new integer. Something like nAttack = nSong times .1 . This would be adjusted so that if you took the perfect bardsong build and figured what the max stat adjustment you wanted you could use that .1 variable to make it happen at level 40. I was thinking nSkill +(nLevel*nCha) would probably give us a better view of how well the build was made.
Make each function a process of the new integer. Something like nAttack = nSong times .1 . This would be adjusted so that if you took the perfect bardsong build and figured what the max stat adjustment you wanted you could use that .1 variable to make it happen at level 40. I was thinking nSkill +(nLevel*nCha) would probably give us a better view of how well the build was made.

*Computers are alot like air-conditioners. They work great until you open windows*

