View Full Version : RNG update at Amun!
Telwe
05-09-2015, 04:02 PM
Thank you Adrian for the steady improvements to the game.
-Daith
Killer Instinct (WM Marksman spell) has been fixed too. Adrian, please include it to the changelog.
For some reason /reset_powers doesn't work on AMUN. Pls confirm (?)
Best,
Sentan
05-09-2015, 04:16 PM
Killer Instinct (WM Marksman spell) has been fixed too. Adrian, please include it to the changelog.
This version also includes fixes to several of the changes mentioned in previous changelogs.
Yeah, /reset_powers doesn't work. <- nvm, fixed.
Pery3000
05-09-2015, 06:10 PM
Hi everyone! Amun is open to the public again and here are the changes up to 9/5/2015:
When a fort is captured, a counter will appear. When the counter finishes, a reward is given. It can be gold from the Chest of the fort and/or Warmaster Coins.
There is a maximum amount to be received per player. For example, if a fort gives 15000 Warmaster Coins with a max of 400, and there are only 10 allies around, everyone will get 400. If there is 50 allies, everyone will get 300.
If you see the counter, you will get the reward. The counter can disappear for inactivity of the player or for being far from the building (specifically, the flag).
If the Relic Counter starts and that counter is lower than the Reward Counter, this last one will cut time to equal the Relic Timer, in order to avoid having to wait for the Reward.
- Fixed: Multirealming detection for quest objectives (noble) and Invasions rewards.
I like the rewards at the fort. I would like to know more about how Multirealming detection was fixed. A simple crash and I couldnt get Noble credit. Can you further explain this.
Bidinger
05-09-2015, 06:38 PM
Spell focus is still a legendary bonus on weapons. Seems useless. Maybe eliminate it and put critical chance. You could change it to -spell resistance for the target, though making my spells land 97.15% of the time instead of 97.00% of the time seems negligible.
(Opponent starting spell resistance 3%, bonus on my weapon is -5%, so 3*(.95)=2.85, giving 97.15% success with spells.)
MDpro
05-09-2015, 07:04 PM
I would like to know more about how Multirealming detection was fixed. A simple crash and I couldnt get Noble credit. Can you further explain this.
I'd also like to know if you can get noble credit, or WMC for defending gate if you've been logged into one account for a good amount of time, but switch characters on that account before an invasion.
pieceofmeat
05-09-2015, 07:12 PM
Spell focus is still a legendary bonus on weapons. Seems useless. Maybe eliminate it and put critical chance. You could change it to -spell resistance for the target, though making my spells land 97.15% of the time instead of 97.00% of the time seems negligible.
(Opponent starting spell resistance 3%, bonus on my weapon is -5%, so 3*(.95)=2.85, giving 97.15% success with spells.)
Its better to keep it useless than to make an other bonus that boost dps classes and do nothing for spell casters.
It wouldnt be the only useless stat anyway.
Why not put a target recived damage bonus on staffs, instead of the regular dps bonuses? (Like death sentence but on the target, but only for the item user of course)
Then add some quest and boss gear and that are mage only with it as well.
Why not go all in and make int convert to a certain amount of this bonus and they solved the scaling issue with spell casting mages.
schachteana
05-09-2015, 11:31 PM
you guys might wanna have the new German translation phrases be checked before release because there is barely anything right in it
schachteana
05-09-2015, 11:53 PM
also, mana regeneration is buggy.. +7% in my gloves gives me +13% instead. People will notice this anyway, so no sense in hiding this anymore. My gloves have been darn op.
also, If I unequip them, it shows 99% which should be 100%.
also, saying "(1.13%) Manaregeneration" is ust plain wrong. Either it's factor 1.13 or 113% totally. The best way to put it would be "31.4 /s (+13%)" or, if that's too complicated, "31.4 /s (113%)".
also, concerning the new things, dont tell me to tell you the phrases in German which are wrong. First of all, 50% of them are still in English. Secondly, the remaining 50% are wrong, easy as that. Thirdly, I already did this twice. First time, you even implemented it instantly which was great, but the second time I was ignored.
the new ignean desert sound is very much wow. I totally feel like living in 2015 now. cool of you to fix the stuck athmosphere sounds when switching characters! Wait a second, you did not. they're still there xD
finally, one thing: level 37 warlocks have the same chance of success with their spells on enemies now, can even kill lvl 60 monsters. Only disadvantage is lesss power points and less hp/mana. I'm not sure if this is good. As stated somewhere earlier, I guess spell damage hould be int/level/stafflevel-dependent
edit: hm no, the above seems not to be correct:
http://abload.de/img/screenshot2015-05-100ctu1s.png
shouldn't this be gone now? why do mobs resist so much just because their level is 15 above mine? shouldn't this not matter anymore now? dont get it
Adrian
05-10-2015, 08:51 AM
you guys might wanna have the new German translation phrases be checked before release because there is barely anything right in it
Hi! Translations have not been done yet. We're only applying English and Spanish. As soon as we stop adding features we will apply the others. If you have recommendations and a report on wrong translations, you can send them via PM. They could be really helpful!
I have noticed a weird transition between normal and attack mode when casting Killer Instinct and using it for a while.
In the video below, I have performed a standing jump on wall and then I have casted killer instinct. After one or two spells, I get that immediate transition between normal and attack mode, which is bit annoying since you lose the smooth feeling of movement. Moreover, sometimes you need to tap control key twice to change attack mode during this bug.
And after the deactivation of killer instinct, you get the auto-run bug which always happens with all spells after a standing jump.
Best,
PS1. Sorry for the music background, forgot to turn it off while recording.
PS2. Still hoping that NGD will include "attack speed" attribute in the character sheet. Measured in "hits per second".
https://www.youtube.com/watch?v=11jwqstJOLA
Sentan
05-11-2015, 12:35 PM
http://ryan-carmon.de/uploads/RO_ArmorSet_Warrior.png
http://ryan-carmon.de/uploads/RO_ArmorSet_Mage.png
Spell focus and Hit chance have been removed from items, right? Look at barb and warlock dragon set stats.
Maybe +10% Vitality Absorption (Vitality Absorption works by restoring a portion of the Warlock's damage on enemies as health for the warlock; lifesteal) and -7% Ranged received damage for barb?
offt:
http://ryan-carmon.de/uploads/RO_ArmorSet_Archer.png
poor marks :P +10 concentration... cmon :P +5% attack range, +20% Critical chance or +10 evasion chance... that would be cool :P
Iheartpancakes
05-11-2015, 01:18 PM
http://ryan-carmon.de/uploads/RO_ArmorSet_Warrior.png
http://ryan-carmon.de/uploads/RO_ArmorSet_Mage.png
Spell focus and Hit chance have been removed from items, right? Look at barb and warlock dragon set stats.
Maybe +10% Vitality Absorption (Vitality Absorption works by restoring a portion of the Warlock's damage on enemies as health for the warlock; lifesteal) and -7% Ranged received damage for barb?
offt:
http://ryan-carmon.de/uploads/RO_ArmorSet_Archer.png
poor marks :P +10 concentration... cmon :P +5% attack range, +20% Critical chance or +10 evasion chance... that would be cool :P
The barb and marksman sets are really poor. I guess marksman could benefit from a bit more mana, and replacing the concentration (lol) with crit or evasion.
I like the sound of the ranged resist for barb set, though, because at the moment it's really useless.
Frosk
05-12-2015, 03:04 PM
A new version has been uploaded to Amun!
Here are the changes introduced:
Minor Fixes/Tweaks
Gameplay - System:
- Added: Experience reward for players with level lower than 60 when holding/recovering a fort/castle or defending a realm wall. Initially (not final numbers) the reward is handed this way:
Fort: 100 exp base.
Castle: 150 exp base.
Realm Wall: 200 exp base.
Levels from 1 to 19:
Base x 0.5 x Level (IE: A level 15 would get for defending a realm wall 200 x 0.5 x 15 = 1500 exp)
Levels from 20 to 39:
Base x 0.75 x Level (IE: A level 30 would get for holding a castle 150 x 0.75 x 30 = 3375 exp)
Levels from 40 to 59:
Base x Level (IE: A level 50 would get for holding a fort 100 x 50 = 5000 exp)
ShadowForce
05-12-2015, 03:55 PM
A new version has been uploaded to Amun!
Here are the changes introduced:
Minor Fixes/Tweaks
Gameplay - System:
- Added: Experience reward for players with level lower than 60 when holding/recovering a fort/castle or defending a realm wall. Initially (not final numbers) the reward is handed this way:
Fort: 100 exp base.
Castle: 150 exp base.
Realm Wall: 200 exp base.
Levels from 1 to 19:
Base x 0.5 x Level (IE: A level 15 would get for defending a realm wall 200 x 0.5 x 15 = 1500 exp)
Levels from 20 to 39:
Base x 0.75 x Level (IE: A level 30 would get for holding a castle 150 x 0.75 x 30 = 3375 exp)
Levels from 40 to 59:
Base x Level (IE: A level 50 would get for holding a fort 100 x 50 = 5000 exp)
I really like this idea
Artemo
05-12-2015, 04:00 PM
What is meant by defending a realm wall?
To hold the wall until the whole time the wall could be captured runs out?
Adrian
05-12-2015, 04:14 PM
What is meant by defending a realm wall?
To hold the wall until the whole time the wall could be captured runs out?
Defending a Realm Wall is avoiding an Invasion. IE: Ignis vulnerates Syrtis and there is a timer of vulnerability. If Syrtis avoids Ignis to capture (meaning that Syrtis kept the vulnerability time pass and finish) then it is taken as a "defense". Basically what you said with another words.
Pery3000
05-12-2015, 04:32 PM
Still no word on Multirealming Detection. Ignis Ra Invaded so me & a clan member went to goat noble but didn't get credit. I was playing for 4 hours & helped get the relic out. I only logged Amun to see changes that's about it. So not getting the credit was pure bullshit. The clan member of mine was playing for 6 hours. Didn't log Amun or switch char. He also didn't get credit. Which again is bullshit. :fingers:
Adrian
05-12-2015, 04:33 PM
Still no word on Multirealming Detection. Ignis Ra Invaded so me & a clan member went to goat noble but didn't get credit. I was playing for 4 hours & helped get the relic out. I only logged Amun to see changes that's about it. So not getting the credit was pure bullshit. The clan member of mine was playing for 6 hours. Didn't log Amun or switch char. He also didn't get credit. Which again is bullshit. :fingers:
Hi everyone! Amun is open to the public again and here are the changes up to 9/5/2015:
[...]
- Fixed: Multirealming detection for quest objectives (noble) and Invasions rewards.
[...]
:wiggle14:
Pery3000
05-12-2015, 04:40 PM
I like the rewards at the fort. I would like to know more about how Multirealming detection was fixed. A simple crash and I couldnt get Noble credit. Can you further explain this.
"Fixed" Doesn't always mean fixed. 10/10 if you just removed it.
Adrian
05-12-2015, 04:48 PM
"Fixed" Doesn't always mean fixed. 10/10 if you just removed it.
What can I say... go and test it.
Pery3000
05-12-2015, 05:05 PM
What can I say... go and test it.
Isn't that your job.
:wiggle14:
Hayir
05-12-2015, 05:08 PM
Isn't that your job.
:wiggle14:
He did, says it works. You say it doesn't, you have to test if you dont believe him.
Pery3000
05-12-2015, 05:10 PM
He did, says it works. You say it doesn't, you have to test if you dont believe him.
No. All I asked is details on how it was fixed. How simple is that. I never said it doesn't work.
Sentan
05-12-2015, 05:27 PM
Can you explain this?
http://i.imgur.com/68gLllQ.jpg?1
without amu: 7,77% Evasion chance
***********************************************
http://i.imgur.com/Jyj2B2T.jpg?1
Hypnotizing amulet: +5 Evasion chance
***********************************************
http://i.imgur.com/3Benpzf.jpg?1
with amu: 11,93% Evasion chance (with +5 Evasion chance it should be 12,77% Evasion chance)
I've noticed the same thing with +x Evasion leggs or tunics. Always missing ~1%.
Adrian
05-12-2015, 05:29 PM
I've noticed the same thing with +x Evasion leggs or tunics. Always missing ~1%.
It's something about the modifiers of items that we will take care of when we make the polishing of this version. Ignore for now things related to item modifiers.
Pery3000
05-13-2015, 02:09 AM
I recorded some of the Test today. Enjoy
https://www.youtube.com/watch?v=H2b-ORWVYm4:drinks:
Anunnaki
05-13-2015, 06:29 AM
Adrian
Will you add some good items or jewelry for wmc ? the game will blow up if u do that.
A lot of wmc but nothing to do with it after the wm, buying those existing weapons is a wast.
As said NickelBack What's worth the price is always worth the fight.
v0rt3x
05-13-2015, 06:34 AM
Current changelog (11/05):
- New: When you're attempting an Invasion (vulnerated a realm) and you die in its Realm Wall Door zone, you can choose to respawn in any of its Forts or Castle that you still have captured.Doesnīt work if i get killed by a guard!
- Modified: Wall Trapdoors can be used by invaders to get out of the realm when the vulneration/invasion ends.So i can escape with a gem through this Trapdoor?
Interface:
- Added: Character Sheet now allows to expand attributes to see: Spell Resistance, Health and Mana Regeneration, Movement Speed, Combat Range and Casting Speed Bonus.Nice, but i donīt need "Block Chance" at the first site of Character Sheet as Mage/Archer. As Mage it would nice to see "Cast Speed" instead of "Block Chance".
Gameplay - System:
- Added: Experience reward for players with level lower than 60 when holding/recovering a fort/castle or defending a realm wall. Initially (not final numbers) the reward is handed this way:
Fort: 100 exp base.
Castle: 150 exp base.
Realm Wall: 200 exp base.
Levels from 1 to 19:
Base x 0.5 x Level (IE: A level 15 would get for defending a realm wall 200 x 0.5 x 15 = 1500 exp)
Levels from 20 to 39:
Base x 0.75 x Level (IE: A level 30 would get for holding a castle 150 x 0.75 x 30 = 3375 exp)
Levels from 40 to 59:
Base x Level (IE: A level 50 would get for holding a fort 100 x 50 = 5000 exp)
Nice, but donīt forget to bring those infos into the game, so any user can read this In-Game!
DogFish
05-17-2015, 05:11 AM
Regarding fort rewards, is there any system in place to prevent people from abusing the rewards system? For example, two realms staying inside a fort, alternately capping after the reward is given? Or alternately a huge zerg just moving from one fort to the next to collect rewards? This simply leaves the defending realm to retake empty forts, which leads to rather boring gameplay.
If you remember back to Horus days, there was an event with rosettes, where these items were rewarded upon fort capture. We did see groups of players game this system to very rapidly gain rewards by repeatedly capturing a fort with another realm. I would hate to see the same thing happen to this system.
I don't have a solid idea on how to fix this, but it'd be interesting to see what other people thought. Perhaps making the reward proportional to defenders / attackers.
pieceofmeat
05-17-2015, 08:17 AM
Regarding fort rewards, is there any system in place to prevent people from abusing the rewards system? For example, two realms staying inside a fort, alternately capping after the reward is given? Or alternately a huge zerg just moving from one fort to the next to collect rewards? This simply leaves the defending realm to retake empty forts, which leads to rather boring gameplay.
If you remember back to Horus days, there was an event with rosettes, where these items were rewarded upon fort capture. We did see groups of players game this system to very rapidly gain rewards by repeatedly capturing a fort with another realm. I would hate to see the same thing happen to this system.
I don't have a solid idea on how to fix this, but it'd be interesting to see what other people thought. Perhaps making the reward proportional to defenders / attackers.
Its a legitimate concern, it likely would be abused if the reward you can get are a lot more significant.
Also some have farmed WMC for years on a single character. Is this going to be insignificant? Some have "earned" and spent it on the useless rewards, others have just not been bothered with the quests because... terrible rewards... their time zone and the quest giver position etc.
It feel a bit awkward to me, new reward system, new rewards? then we should start with a clean slate.
Something finally have to be done the NPCs that give WM quest, running into "safe zone" every other day, maybe with multiple characters. Its just really stupid NGD.
Iheartpancakes
05-17-2015, 01:10 PM
Something finally have to be done the NPCs that give WM quest, running into "safe zone" every other day, maybe with multiple characters. Its just really stupid NGD.
This is probably what held me back making warmaster for such a long time. I'd have all the quests complete, but couldn't be bothered running all the way back into town to hand them in.. usually because there was war going on, or because it just takes so damn long. Then you have to wait for the quest to reset. So if you forget or stuck in war and hand it in just after they have reset, you need to wait a day, then ride all the way back into town again.
I feel like I spend most of my time in this game on the back of a horse.
Hopeakettu
05-17-2015, 01:48 PM
I feel like I spend most of my time in this game on the back of a horse.
This vid (https://www.youtube.com/watch?v=X98bwLYwjVg) never gets old :horsey:
But at least there's some traffic between war zone and inner realm :thumb:
Iheartpancakes
05-17-2015, 01:59 PM
This vid (https://www.youtube.com/watch?v=X98bwLYwjVg) never gets old :horsey:
Hah, yes, this sums it up pretty well!
Iheartpancakes
05-17-2015, 02:02 PM
I've always wanted to see wm quest npcs and trainers found in forts. Perhaps a trapdoor to a training area underground with trainers, wm quests and training dummies to test your dps.
Hollow-Ichigo
05-17-2015, 02:25 PM
Or just put the WM NPCs at the Great Wall like the event NPC usually is
halvdan
05-17-2015, 03:15 PM
- Sprint: Cooldown changed to 40 seconds. Absolute Spell Resistance changed to Range Received Damage: -30%/-30%/-30%/-60%/-60%. Duration changed to 10 seconds.
So do I understand it right, Sprint will be +35% speed for duration of 10seconds with pretty high ranged dmg debuff? Or will it stay on 25% like before?
Why one class which is generally considered to be most powerfull(effective), or atleast the class which is in its current state everything but not weak, going to get unexplained huge buffs on its already enough effective spells?
Also, if you're doing changes on character interface, would be nice to change description of intelligence. More spell duration, really? :D
Or even better, make this dream description come true:
pieceofmeat
05-17-2015, 03:59 PM
So do I understand it right, Sprint will be +35% speed for duration of 10seconds with pretty high ranged dmg debuff? Or will it stay on 25% like before?
Why one class which is generally considered to be most powerfull(effective), or atleast the class which is in its current state everything but not weak, going to get unexplained huge buffs on its already enough effective spells?
Also, if you're doing changes on character interface, would be nice to change description of intelligence. More spell duration, really? :D
Or even better, make this dream description come true:
I guess NGD like the barb and babysitter element of this games RvR.
Ivramartono
05-17-2015, 06:32 PM
The change for sprint needs to be in its own seperate balance update because you need to change all other skills and mechanics to issue any following consequences. The RNG update and everything related to rng should be implemented now if i look at the schedule. Sprint isnt related to any consequence made after rng modification.
Bring it live already D:
pieceofmeat
05-17-2015, 06:48 PM
They wait for the 8 year anniversary.
-Aniara-
05-17-2015, 09:49 PM
[QUOTE=Ivramartono;1832643]The change for sprint needs to be in its own seperate balance update.....
They prolly changed it cause of grounding arrow, adding immobilize on that made it next to impossible for a barb to ever reach a archer in 1 vs 1/small scale fights.
However buffed spring may cause bad things to happen in RVR situations, we will see. (but prolly nothing a well placed MS 5 cant sort out ;o)
Iheartpancakes
05-18-2015, 12:53 AM
(but prolly nothing a well placed MS 5 cant sort out ;o)
I hate you
Candyx
05-18-2015, 06:42 AM
[QUOTE=Ivramartono;1832643]The change for sprint needs to be in its own seperate balance update.....
They prolly changed it cause of grounding arrow, adding immobilize on that made it next to impossible for a barb to ever reach a archer in 1 vs 1/small scale fights.
However buffed spring may cause bad things to happen in RVR situations, we will see. (but prolly nothing a well placed MS 5 cant sort out ;o)
The problem with that sort of balance is they've moved from the archer certainly winning to the barb certainly winning.
Iheartpancakes
05-18-2015, 08:23 AM
The problem with that sort of balance is they've moved from the archer certainly winning to the barb certainly winning.
Caltrops 5. Enough said.
Ivramartono
05-18-2015, 08:55 AM
warlocks will be way easier to catch. Archers are still hard as fuck to reach even with the 35% spring.
The problem is that archer is packed with high range and movement speed combined. Nerf hunter range and remove mobility of marksman as the difference between these 2 classes is minimalistic too. Its complicated and needs its own update
-Aniara-
05-18-2015, 08:58 AM
[QUOTE=-Aniara-;1832665]
The problem with that sort of balance is they've moved from the archer certainly winning to the barb certainly winning.
Well like this; If u want every class to have 50% chance of winning/efficiency at the full spectra from 1 vs 1 to full out zerg war, you prolly just made RO a one class game (that would take that all players have same spells/skills). Imo that be boring.
I prefer to look at balance like this;
Every class need to have something it does best and some unique skills thats gives it a role to play in the big picture of things.
The archer vs barb 1 vs 1 should be hard for the barb and in RvR the other way around. Barbs excel at dealing dmg under support, archer (hunter most so) in playing solo.
That said even under good circumstances there should be a risk involved, today a barb vs hunter so much favours the hunter the barb can pretty much just sit down and await transport to cs.
I think the changes to spring is meant to remedy this a bit, if NGD overdo it so much it turns to a given win for the barb they break the hunters main role, to excel at 1 vs 1 scenarios, lets hope they don't do that.
PS Caltrops 5 is a great spell, almost as good as MS 5! (Though it's designed for RVR where it usually gets dispell'ed very fast, in 1 vs 1 scenarios it's just trolling op ;o) This kind of balance issues is very hard to avoid. (same goes for MoD and some other AoE spells, prolly only way around this would be to add a allies around parameter, much like Horn.)
Candyx
05-22-2015, 07:54 AM
Some interesting things on the patch notes that I didn't notice before:
Sadistic servant: Makes lock chains too OP - that's coming from someone who thinks all resists should be removed
Daen Rha isn't attackable from above any more: I get that you had to change it because Ignis can't just rush up there and kill the other realms attacking (they have to go around) but this just means they have one very small entrance they need to guard as opposed to Evedim which is practically open 360 degrees and thork which has two entrances.
Knight change: Will mean less tanking, not sure how this will play in the RvR
Premium additions: Great work!
Sentan
05-22-2015, 08:09 AM
Sadistic servant: Makes lock chains too OP - that's coming from someone who thinks all resists should be removed
Nobody will use it anyway... but might be helpful at bosses.
Knight change: Will mean less tanking, not sure how this will play in the RvR
Shields give Block in half their previous value in absolute percentage. If a Shield had +30 Block, now gives +15% Absolute Block (shown as Block +15)
- Block: Block Chance changed to: 150%.
37,5% Absolute Block with this spell? right? better get disabling ASAP. xD
pieceofmeat
05-22-2015, 08:21 AM
Sadistic servant: Makes lock chains too OP - that's coming from someone who thinks all resists should be removed.
If you skill it and use it, you deserve it, its pretty much useless in RvR.
Besides knock, dizzy resist etc will not be affected.
Spell elude gives +200% = 300%... so its doesn’t even counter a pre buff.
Barbs can use challanging roar to 150% as well, so they are not left with nothing either.
Also funny that mention sadistic guards but not challange with its low cooldown? Knights chains are way more accurate, instant cast and relativly easy to perform without interuption.
And if RNG is update is worth anything resist rates will be more accurate and much fewer anyhow.
My concern is challenging roar will make barbs cast def roar ultra fast and other OP AoEs as well.
Then its the incentive for hunters again is to gank as much and easily as possible.
Candyx
05-22-2015, 11:08 AM
...
Spell elude gives +200% = 300%... so its doesnt even counter a pre buff.
Barbs can use challanging roar to 150% as well, so they are not left with nothing either.
...
Spell elude is relative increase, so if you're on 5% you'll go to 15%. Sadistic guards is (unless it's changed since I last tested) an absolute decrease by 100%. so 15%-100% = 0%. In fact if you cast this *before* SOTW they should just cancel each other out?
pieceofmeat
05-22-2015, 11:36 AM
Spell elude is relative increase, so if you're on 5% you'll go to 15%. Sadistic guards is (unless it's changed since I last tested) an absolute decrease by 100%. so 15%-100% = 0%. In fact if you cast this *before* SOTW they should just cancel each other out?
Yes if thats the case its way too powerful, so i fugred it was unlikely. :P
What about challange that is also absolute?
Sentan
05-22-2015, 11:52 AM
I've tested it some weeks ago: spell elude (5) vs. sadistic guards (5) and somehow my character still had some spell resistance under effect of this debuff.
Hayir
05-22-2015, 12:07 PM
Yes if thats the case its way too powerful, so i fugred it was unlikely. :P
What about challange that is also absolute?
Haven't tested myself, but i was told it is not. Also thought about casting it on archers before SotW, but doesn't work like that, SotW "overwrites" it.
Adrian
05-22-2015, 12:11 PM
Haven't tested myself, but i was told it is not. Also thought about casting it on archers before SotW, but doesn't work like that, SotW "overwrites" it.
Negative Spell Resistance acts towards current Spell Resistance.
Only negative Absolute Spell Resistance could counter SotW.
IE:
In my character sheet I have 5.5% Spell Resistance, Sadistic Guards could take it to 0%.
If I max Spell Resistance with some bonuses, and take that 5.5% to 15% or whatever, Sadistic Guards will reduce THAT 5.5% or 15%.
If there would exist a -100% Absolute Spell Resistance skill, then SotW would be countered but that would be tremendously OP.
pieceofmeat
05-22-2015, 12:39 PM
If there would exist a -100% Absolute Spell Resistance skill, then SotW would be countered but that would be tremendously OP.
Exactly, so lvl 5 spell elude makes resist base x 3 and lvl 5 sadistic guards reduce it to base x 2.
Adrian
05-22-2015, 12:42 PM
Exactly, so lvl 5 spell elude makes resist base x 3 and lvl 5 sadistic guards reduce it to base x 2.
Yes. Oh, it's so good to know how things work now :biggrin:
Syrdar
05-22-2015, 01:10 PM
Think its pretty funny people complaining about not be able to exploit daen to try and steal drops lol.
You want a shot at a daen drop rush us while we are fighting like we have to do to other realms.
Hollow-Ichigo
05-22-2015, 01:29 PM
Yes. Oh, it's so good to know how things work now :biggrin:
WM LB still can't be fused...or, at least, it wasn't in the Changelog :(
Thanks for retal fix btw
-Drew
pieceofmeat
05-22-2015, 01:43 PM
WM LB still can't be fused...or, at least, it wasn't in the Changelog :(
Thanks for retal fix btw
-Drew
Retal works on my DoTs now?
Syrdar
05-22-2015, 02:03 PM
Went from 20% crit chance to 7.... Someone want to explain that.
halvdan
05-22-2015, 02:48 PM
Precise Block: Mana cost updated to 90/110/140/170/200. Cooldown changed to 45 sec.
I really don't want to complain, but this is dissapointing.
Like support knights had some surplus of mana. The truth is, support knights are getting mana sucks so much, that casting auras + getting mana burns will basically prevent them using this spell in war.
Like there were not enough knarbs already. :(
Block: Block Chance changed to: 150%. Well, 35% (or 37.5% with wm sh.) with block will be pretty annoying for many people I guess.
It's nice that NGD wants experiment with knights gameplay, but is it necessary?
I thought that the point of this update was reducing the amount of random resists(blocks) and improving the absolute resist/block spells.
Instead, we see precise block nerfed and block buffed. Interesting approach.
Anyway, except this the update looks to me okay. It's maybe time for some other class for me.
Frosk
05-22-2015, 03:25 PM
Hey all,
Since the update has been released I'll just proceed on closing this.
Thank you to all who have wrote down useful feedback!
In case you wish to discuss something related to the update, please open up a new thread.
Best,
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