View Full Version : RNG update at Amun!
Frosk
04-06-2015, 08:38 PM
We're very happy to let you know that we now have a first testeable version at Amun, available for everyone!
This server will be opening today, between 9 and 10 pm GMT. Stay tuned, and any kind of feedback you may want to share, please post it in this thread.
Keep in mind that this is just a work in progress, and NOT a final version.
----
In the game version available at Amun, you'll find a series of changes related to, as the title suggests, RNG. This means Random Number Generator, and it's basically a generator of random numbers that defines whenever a power must be resisted or not, or whether or not an attack must be evaded/blocked.
You'll notice, when in combat, a very pronounced difference regarding this system, that aims to make combat as free from luck factors as possible, rewarding the witty user that better administrates and uses his/her abilities. This will be fully achieved when we modify powers in all classes so they can both enhance and counter this new probabilities.
Although factors such as resistance and evades will still be present in a pure random way, they will NOT do so with the frequency you're all acustomed to and frustrate most players.
In this version you'll see that these results will mostly be obtained by using powers, with both the ones that grant absolute resistance/evade/block, and those that porcentually boost up your resistance/evade/block chances.
Due to the nature of this changes, and as we mentioned before by saying that this is a work in progress, the balance between subclasses has been affected, which is why adjustments will be necessary. We're counting on your feedback on this when you start playing pvps and group battles!
You'll also notice that, as Evasion chances are now porcentual (as block and spell resistance now do), the "Hit Chance" attribute does NOT longer exists. There is now a new attribute named "Critical Damage", that allows the user to enhance the damage dealt when landing a Critical hit, whether by equipping items with this modifier, or by buffing up with powers.
Remember that this is a work in progress, and there's still a few things to include that go from power adjustments all the way to giving more info at the character sheet.
We're looking forward to read your feedback!
Best Regards!
---
Current changelog (11/05):
Gameplay - System:
- Modified: Realm walls can be recaptured (only by the defending realm).
- Modified: Hit Chance removed, replaced with Critical Chance, which raises the chance shown in the Character Sheet.
- New: Statistical RNG system for combat. Indicated chances now should be accurate both in the short and long run.
- 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.
- Fixed: Realm Gem interactions were not being properly accounted, causing player to interact more than once.
- Modified: Companions are no longer selectable. This is to avoid accidental clicks during battle.
- Fixed: Player automatic disconnection when not moving was avoided by rotation.
- Fixed: Falling damage was interrupted when changing character or exiting the game, allowing to avoid it.
- Fixed: Multirealming detection for quest objectives (noble) and Invasions rewards.
- Modified: Wall Trapdoors can be used by invaders to get out of the realm when the vulneration/invasion ends.
- Modified: Each fort has its own camp to be used for resurrections when vulnerating a Realm. Fort camps are approximately at 2:45 from the Wall and 1:15 from the Fort. Castle camps are at 2:00 from the Wall, making them more strategic to have captured.
Aggersborg: x:2371 z:2589
Trelleborg: x:1371 z:2808
Imperia: x:2176 z:2019
Samal: x:3402 z:2400
Menirah: x:3565 z:1464
Shaanarid: x:4274 z:2521
Herbred: x:2933 z:3577
Algaros: x:2038 z:3375
Eferias: x:2935 z:4065
Note: Camps still have no visual props or modified terrain. As soon as their location is confirmed we will do it.
- New: Reward System. Allows to get a reward for holding, recovering, invading or avoiding invasions.
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.
Gameplay - Skills:
- Fixed: Retaliation now reflects spell damage.
- Fixed: Retaliation doesn't wear off with unsuccessful hits.
- Fixed: Avoiding "Relic Intensity" when picking up a Relic with "Dismount" active.
Warrior:
- Martial Reflexes: Critical Chance changed to 100%/135%/170%/225%/300%. Duration changed to 40/50/60/70/100.
- Rigorous Preparation: Opponent Critical Chance changed to: -15%/-20%/-25%/-30%/-40%. Opponent Miss Chance changed to Evasion Chance: 25%/40%/55%/70%/100%. Cooldown changed to 90 seconds.
Knight:
- Precise Block: Mana cost updated to 90/110/140/170/200. Cooldown changed to 45 sec.
- Challenge: Opponent Hit Chance changed to Opponent Spell Resistance -25%/-40%/-55%/-70%/-100%. Added Opponent Concentration -10%/-15%/-20%/-25%/-30% Duration changed to 5/5/10/10/15.
Barbarian:
- Threat: Miss Chance changed to Opponent Evasion Chance: 20%/30%/40%/60%/80%.
- Challenging Roar: Hit Chance changed to Casting Speed: 10%/15%/20%/25%/30%. In level 5 adds Spell Resistance 50%. Duration changed to 40 seconds. Cooldown changed to 120 seconds.
- Sprint: Movement Speed changed to: 15%/20%/25%/30%/35%. Added Range Received Damage: -30%/-30%/-30%/-60%/-60%. Mana cost changed to 100/120/140/160/180. Cooldown changed to 40 seconds.
Archer:
- Rapid Shot: Hit Chance changed to Critical Chance: -50%.
- Duelist: Hit Chance changed to Critical Chance.
- Hinder: Opponent Hit Chance changed to Opponent Damage Bonus: -2%/-4%/-6%/-8%/-10%.
- Finesse: Opponent Hit Chance changed to Opponent Critical Chance: -10%/-25%/-40%/-60%/-90%. Duration changed to: 10/15/20/25/30.
- Dodge: Evasion Chance changed to 30/35/40/60/90.
- Evasive Tactics: Hit Chance changed to Damage Bonus: -2%/-4%/-6%/-7%/-8%.
- Cat Reflexes: Evade Chance changed to: 5%/10%/15%/20%/25%.
- Spell Elude: Spell Resistance changed to: 20%/50%/90%/140%/200%.
- Escapist: Cooldown raised to 75 seconds.
- Eagle's Eyes: Hit Chance changed to Opponent Evade Chance: -10%/-15%/-20%/-25%/-35%.
- Point Shot: Hit Chance changed to: 130%/140%/150%/160%/180%. Added Attack Range: -30%/-25%/-20%/-10%/-0%.
- Retaliation: Cooldown changed to 30 seconds. Mana cost changed to 120/140/160/180/200.
Marksman:
- Focus: Spell Focus changed to Opponent Spell Resistance -25%/-30%/-35%/-40%/-50%.
- Killer Instinct: Hit Chance changed to Opponent Evasion Chance: -100%. Added Attack Range +15%. Can only be casted in Fort Wall Walks and high zones of Castles.
- Hawk's Gaze: Hit Chance changed to Opponent Evade Chance: -10%/-20%/-30%/-40%/-50%.
- Trained Eye: Hit Chance changed to Critical Chance: 10%/30%/50%/70%/100%.
- Finger Crush: Hit Chance changed to Attack Speed.
Mage:
- Protection Dome: Spell Resist Chance changed to Absolute Spell Resist Chance: 3%/6%/10%/16%/25%. Duration changed to: 20.
- Curse: Opponent Hit Chance changed to Opponent Critical Chance: -10%/-15%/-20%/-25%/-30%. Opponent Spell Focus changed to Opponent Damage Bonus: -2%/-4%/-6%/-7%/-8%.
- Blindness: Miss Chance changed to Opponent Evasion Chance: 50%. Duration changed to 10/15/20/25/30 seconds.
- Bless: Hit Chance and Spell Focus changed to Casting Speed and Attack Speed: 5%/5%/7%/7%/10%. Duration changed to 30/60/90/120/150 seconds. Cooldown changed to 15 seconds.
Warlock:
- Petrify Hands: Hit Chance changed to Critical Chance.
- Sadistic Guards: Spell Resistance changed to -30%/-40%/-50%/-70%/-100%. Duration changed to 60/55/45/35/30 seconds. Mana cost changed to 140/155/160/175/190.
Conjurer:
- Resurrect: Removed Hit Chance.
- Shifting Silhouette: Opponent Miss Chance changed to Evade Chance: 15%/30%/45%/60%/100%. At level 5, gives -10% Ranged Received Damage and +10% Melee Received Damage. Cooldown changed to 80 seconds. Cast on self only. Mana cost changed to 220/260/300/340/380.
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.
- Added: Skill status of "Only blockable / resistable at 100%". This already existed for several skills but was not being mentioned in the tooltip.
- Added: When damage is reflected, now it's shown in the Combat Log after the spell or hit damage as "Reflected [X damage]" or "R[X]" if shortened combat log option is on.
- Modified: World Map height raised for it to show all forts and castles in default centered view.
Client - Sounds:
- Fixed: Ambient sounds sometimes were not being removed. Also, "Desert Wind" sound adjusted to something more tolerable.
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)
Vyrann
04-07-2015, 04:15 AM
Most things appear to be pretty good in the update. However, there are a few problems..
1) Stacking critical damage gear and spells can result in some ridiculous crit damage, for example, i made a new marksman and used the code to get to level 60 (so it had no amulet and rings) and managed to get around 1050ish as crit damage. Obviously this is quite concerning in regards to people with dragon amulets and boss jewelery, it could probably get to something as ridiculous as 1500 critical damage or even more. (perhaps adding -Critical damage to boss jewelery is a good solution? Just throwing that out there)
2) Since evasion is shown as a percentage now, I got to see how much feline reflexes (+15% Evasion passive) actually effects evade chance, the answer is not much at all. Instead of giving +15% Evasion chance, it takes 15% of the current evasion chance you have and adds it onto the end. So if you have 5% evasion chance, getting feline reflexes only increases it to 5.75%, definetly not worth getting, and is a useless spell.
That's all I have for now, I will reply again if I find anything else. Rest of the update is looking good so far
Sentan
04-07-2015, 06:26 AM
Nice. It looks promising.
Please, take a look at crit dmg boss rings.
rol vs. ring of earth (critical damage)
http://imgur.com/a/RQ2jn
Should be at least +34 crit damage instead of +34% crit damage imo :) atm this ring is still useless (same with desert one).
You need to do tests with a full set of dmg jewelry... and please make concentration attribute useful.
<EDIT> Finesse (Tricks) Target hit chance -10% xD (http://imgur.com/SDV77ww)
Nice. It looks promising.
...
I am very worried for the change from Hit Chance to Critical Damage. Many spells have been changed, looking op now. Items, like rings, gauntlets and arrows, have been changed to more op now too. +hit_chance gems have also changed to +critical_damage.
http://s11.postimg.org/dgy31yxs3/screenshot_2015_04_07_09_27_52.jpg
I logged in for just 5 mins to mess up with it a bit. If I think of it more, I ll exploit the system even more. You can readily build a Critical_Damage_Setup having a damage like the above one and a critical chance of 40% (20s/45s) with Point Shot on.
I am afraid game (or at least the jeweled marksman aspect of the game) became even more unbalanced with this change. It is a Critical_Damage_Fest now. In my opinion, it needs further adjustment.
Considering the RGN, it looks more robust now. Good job on that NGD :)
Sentan
04-07-2015, 07:21 AM
https://www.youtube.com/watch?v=Sskd9fn_h6k&feature=youtu.be
I made new character, marksman.
900+ crits with this crazy setup (no armors, no ring, no amu).
<EDIT> Hunter: https://youtu.be/QqIY2OxgZ8A
Telwe
04-07-2015, 08:03 AM
Don't make the crit bonus too op :/ I am also worried.
I am also disappointed you have decided to review rng and not boss jewellery.
Hayir
04-07-2015, 08:13 AM
I don't think we need any dmg boosts at all atm, for non mage classes at least.
Once again massive boost for warrior/archers.
Any info on spell focus? Don't have any class with spell focus spells on amun right now.
Miss chance spells should be reworked as well?
Sentan
04-07-2015, 08:21 AM
I didn't notice any change in resistance (at least on oc mobs).
http://i.imgur.com/syEIVfa.jpg?1
http://i.imgur.com/oOaJSGu.jpg?1
So many resists.
I am also disappointed you have decided to review rng and not boss jewellery.
Yup.
Iheartpancakes
04-07-2015, 08:35 AM
I am also disappointed you have decided to review rng and not boss jewellery.
Are you serious? Playing lock has become so damn annoying with the RNG in its current state. Not only do I have armour like a cloth sack, but I can't even protect myself with spells to fend off rushing barbs thanks to resists.
The RNG took priority of jewels for a good reason. It was literally game breaking for mages that rely on 100% spells and not normal attacks.
I don't own boss jewellery any more, and I don't care if it never gets looked at, because I can still kill them. Pretty tired of people complaining about it, too.
Adrian
04-07-2015, 09:34 AM
People, it's a work in progress, as correctly noted at the first post.
There are tons of changes to do, and a lot of OP situations to analyse. This is a big step and we want your participation. Please avoid taking everything as "final" and "unmodifiable". This will demand a lot of changes in spells, and hopefully will remove the speculative part of the game which made lots of people quit because of frustration.
Let's work together. It's of no use to foresee doom or bash us "just because". Let's move forward and please test the chances in the short, mid and long run with unbuffed characters.
Hollow-Ichigo
04-07-2015, 09:35 AM
Making crits stronger is no fix at all, with barbs and archers crit damage will just be too strong. I can already see the complaining if this is brought to live servers
Telwe
04-07-2015, 10:36 AM
Making crits stronger is no fix at all, with barbs and archers crit damage will just be too strong. I can already see the complaining if this is brought to live servers
I agree. Just make current HC on gear some sort of small unimportant bonus or just remove it all together.
pieceofmeat
04-07-2015, 11:53 AM
Great, this sounds very interesting, I cant wait to see the new system in action.
Loque
04-07-2015, 12:59 PM
It's looking very nice so far. Less resists overall, well a lot less compared to live server with a few here and there. But on area spells, I found it to be less effective, intended?
http://i.imgur.com/JfrWFeH.jpg
One more:
http://i.imgur.com/80y9zDN.jpg
schachteana
04-07-2015, 01:38 PM
Best thing I see is evade chance being relative now, and hit chance removed. I would not have thought of that, but seems like a good solution to me. Why don't you guys also apply the same change to spell resistance vs. spell focus aka concentration? Spell resistance + focus is not stated anywhere in the character window, too. It'd be really awesome if all attributes would be equally useful one day.
crit dmg as a new stat is cool, but does it really have to be on every weapon as hit chance used to be? I mean, it does not really matter how you get it.. but if it were a unique, new bonus, ppl would surely start buying boxes.
2) Since evasion is shown as a percentage now, I got to see how much feline reflexes (+15% Evasion passive) actually effects evade chance, the answer is not much at all. Instead of giving +15% Evasion chance, it takes 15% of the current evasion chance you have and adds it onto the end. So if you have 5% evasion chance, getting feline reflexes only increases it to 5.75%, definetly not worth getting, and is a useless spell.
this problem does not only exist for feline reflexes, it is rather a global problem. Crit chance (legendary item bonus) also only increases the current crit chance value, making it an absolutely useless bonus.
Also, evade chance is still shown as an absolute bonus on items (e.g. my tunic had "Evasion chance +7", while, according to the new system, it should be "Evasion chance +7%", right?).
havent tested the rng thingy yet
cheers
blauhirn
WTF NGD :wub2:
This sounds very nice! A critical hit should do be painful :gun_bandana: - so the damage seems okay.
But I'd like to see some negative affects of boosting crit dmg, perhaps less attack speed or less movement speed or both?
The opportunity of a crit build sounds very nice, indeed. But please, no boss jewellery insane crit monster.
...mhm, maybe I give Regnum a new try?
AND: critical hits for mages too!
thx
Raindance
04-07-2015, 02:51 PM
Hi, can you also give us mounts in this testinsta60 code? Hard to test anything on level 2 monsters.
pieceofmeat
04-07-2015, 03:10 PM
NOTE: For all those users whose characters are not copied in Amun: Redeem the key "testinsta60" to receive a lvl 60 scroll and lucky boxes for your lvl 1 character.
Keep in mind that this code can only be used ONCE per account. Choose wisely which character you redeem the code with!
I cant even see Amun in the server list anymore, its been like that for a very long time.
Hayir
04-07-2015, 03:45 PM
I cant even see Amun in the server list anymore, its been like that for a very long time.
Did you enable it in the launcher advanced options?
I think they hide it because some new players started there even though it says "experimental"
pieceofmeat
04-07-2015, 04:35 PM
Did you enable it in the launcher advanced options?
I think they hide it because some new players started there even though it says "experimental"
No, I just checked for it under options, advanced options look to me like it would only be used for graphical adjustments having the auto detect button on its left side.
Maybe its just me, but a job well done trying to hide it.
Ivramartono
04-07-2015, 05:16 PM
inb4 deleted post cuz of verbal abuse.
http://i.imgur.com/eMaPNE2.jpg?1
some of the areas are resisted very often and i think that is very zerg friendly.
and another advice for you: just remove resists and re-balance spells. Resists are most frustrating of all and shouldnt be in the game. Actually i didnt feel any difference on amun regarding resists.
Best,
pieceofmeat
04-07-2015, 06:38 PM
inb4 deleted post cuz of verbal abuse.
http://i.imgur.com/eMaPNE2.jpg?1
some of the areas are resisted very often and i think that is very zerg friendly.
and another advice for you: just remove resists and re-balance spells. Resists are most frustrating of all and shouldnt be in the game. Actually i didnt feel any difference on amun regarding resists.
Best,
Did you test AoE's on players?
Ivramartono
04-07-2015, 07:41 PM
Did you test AoE's on players?
Yea, i dont have it screened though. was there in amun for 2 hours, dunno if its occasional. i need exact information on how resists are calculated but that is nowhere to be found.
ShadowForce
04-07-2015, 08:05 PM
I've spent a good few hours testing on Amun now, mainly on my warlock. In my honest opinion there are still too many resists present. More than 1 resist in a single pvp is too many Imo. Like it has been mentioned above; remove random resists completely and add or rework some spells in each class to provide spell resistance. There is still too much of a luck factor as things are. A dev mentioned somewhere that the update is supposed to bring in more of a skill factor. As it stands, you can master your class in certain scenarios and make every right move but still end up dying, that's not right I'm afraid. NGD, balancing sub classes to the best of your ability and then throwing in the roll of a dice contradicts and negates that said balance. People will argue that if there are no resists it is too easy to chain spells. What is failed to be mentioned though is factoring in team play. In a game predominantly designed around RvR, why should you be able to roam around the warzone alone, stumble across a lock or a hunter, and resist your way out of trouble randomly. No consequence for the risk?
Kopstoot
04-07-2015, 09:56 PM
It doesnt matter much what situation you look at, resists affect both rvr and pvp and should be reduced. I played for a while and I find it odd that frozen storm get resisted often while ice blast and lightning never. If anything it should atleast be the other way round.
with enhanced crits and removed hit chance factor, the archer becomes an even more powerful class than they already are. You keep pushing that class more towards godmode and its time to put an end to it.
Archer. Max range 30 = everything is fine
Resist. Lower random resist or remove and give spells like sotw but in a weaker version as a counter spell to all classes. Some kind of basic spells. Short duration, long cd. Mini sotw, mini sprint, mini self heal.
fritsos
04-07-2015, 11:21 PM
I think it looks really good, i tried it some time as well and personaly i didnt have problems with the resists. Maybe you could ad a mechanic if a spell gets resisted the next one has 0%chance to resist. This way you can still resist important spells but at least you are sure the next one wont be able to get resisted.
The crit damage on archers is kinda over the top, i guess you noticed that already and since its a work in progress i expect that to change.
With that you could make concentration a more usefulls spell, on the live server 6 hc is more usefull on a weapon then 5 concentration. Didnt change i would really like to see something done there.
Besides that great work, i like the changes :)
Candyx
04-08-2015, 11:06 AM
Hit chance being turned into crit damage seems unnecessary imo. Hit chance had almost no effect with the old system, so hit chance spells/gems/gear was worthless. I'd be more inclined to replace hit chance with some value of evade % - rework the number a little and allow the class with the higher dexterity have substantially higher evades. Of course an archer who wants to max out their evade chance will do so at the cost of spells that increase damage or cc's, but that's all part of the balance.
Iheartpancakes
04-08-2015, 11:16 AM
Has anyone had any luck testing Warlock on amun?
Aries202
04-08-2015, 12:45 PM
I would much prefer NGD to remove resists/block/evade to rng, things like that should be tied to skills used. I think the worst thing is having someone resist your spells while they're standing still, or running away without even casting a spell.
You already have some spells in place for evading and blocking, I have seen the return of resists while someone is knocked as well. Let's face it the system makes no sense.
If we were to evade/resist/block/dodge I would rather it be tied to spells used.
I would also like to see a stat that benefits mages as well, more so warlocks that isn't cast speed or int/mana.
ShadowForce
04-08-2015, 11:51 PM
Has anyone had any luck testing Warlock on amun?
I've spent a good few hours testing on Amun now, mainly on my warlock. In my honest opinion there are still too many resists present. More than 1 resist in a single pvp is too many Imo. Like it has been mentioned above; remove random resists completely and add or rework some spells in each class to provide spell resistance. There is still too much of a luck factor as things are. A dev mentioned somewhere that the update is supposed to bring in more of a skill factor. As it stands, you can master your class in certain scenarios and make every right move but still end up dying, that's not right I'm afraid. NGD, balancing sub classes to the best of your ability and then throwing in the roll of a dice contradicts and negates that said balance. People will argue that if there are no resists it is too easy to chain spells. What is failed to be mentioned though is factoring in team play. In a game predominantly designed around RvR, why should you be able to roam around the warzone alone, stumble across a lock or a hunter, and resist your way out of trouble randomly. No consequence for the risk?
In one pvp vs a marksman 3 of my spells were resisted (not casted on SOTW). Warlock is therefore still not a viable class in the warzone imo. I have a Warmaster Lock and have spent enough time playing the class to know that even with the new RNG on Amun, the resist level is still not low enough for this class to not feel frustrating.
-Aniara-
04-09-2015, 11:40 AM
I just toasted a few barbs at haven, even with some resist a barb has as much chance as a ice cube in hell against a lock in wz. With no resists its not even worth trying against lock/hunter as a melee class.
And i am sure a rusty lock.
/A
Alo.
Found some time to mess a little bit with new patch on Amun.
1. RNG seems working ok. There are some fancy situations from time to time, but it is quite good and robust in overall.
2. I get some weird results considering critical damage. In the photo below, i got a new (less fancy) setup this time, and got some (really few) hits on Dee. (Thank you Dee for being the dummy!)
As you can see, the "Ratio : Critical/Normal" can exceed even the "Worst Ratio : Max_Crit/Min_Normal" derived by character sheet. This could generally happen, but implies (at least) that the damage armor reduction is applied after the critical damage (?). If this is the case, it is weird in my opinion.
http://s2.postimg.org/mukoj89fd/Weird_damage_on_criticals.jpg
Anyway, just wanted to post it for further discussion. I repeat, RNG system seems better than the previous one.
Best,
schachteana
04-09-2015, 06:07 PM
can i just ask one thing
what was wrong with regnums RNG? It used to produce real random numbers, right? and now, it was changed so the chance for resist/evade/whatever-chains is smaller? so, ngd basically manipulated the probability?
as far as i know, people weren't really having a problem with how probability works but rather with the amount of resists in general, which used to be (and still is on liveserver) about 30% for non-damaging stun spells. Lowering the resist rate in general would have been enough, I'd say, but definitely necessary nevertheless.
since this is probably solved now, I shouldn't complain anyway. there is so much to do for ngd, I hope they'll get around to everything one day.
Ivramartono
04-09-2015, 06:25 PM
Can any1 give me an explanation how the RNG/resistrate works...? I cant find one anywhere. i dislike to estimate things, i need accurate results
can i just ask one thing
what was wrong with regnums RNG? It used to produce real random numbers, right? and now, it was changed so the chance for resist/evade/whatever-chains is smaller? so, ngd basically manipulated the probability?
as far as i know, people weren't really having a problem with how probability works but rather with the amount of resists in general, which used to be (and still is on liveserver) about 30% for non-damaging stun spells. Lowering the resist rate in general would have been enough, I'd say, but definitely necessary nevertheless.
since this is probably solved now, I shouldn't complain anyway. there is so much to do for ngd, I hope they'll get around to everything one day.
As far as i understood, the previous RNG was working well in the long-term, but not in the short-term. So i guess they changed their algorithms to reach the expected probability in less hits, i.e. in short-term (check this (http://www.championsofregnum.com/forum/showpost.php?p=1825581&postcount=8)).
Not really sure if they manipulate the probability, using any soft of conditional probabilities, but the new RNG systems seems to be more robust in the short-term than the previous one.
Can any1 give me an explanation how the RNG/resistrate works...? I cant find one anywhere. i dislike to estimate things, i need accurate results
I don't think NGD will ever present the exact formulas, so as to avoid any game exploit by the user-base.
As Adrian said in a previous post, there is much work to be done yet. I doubt that this patch will come soon on live servers.
pieceofmeat
04-10-2015, 11:01 AM
Current RNG favours the once with bad ping or something, so id rather call it RNGD.
It so obvious that players like candy, sylaedgon, bongee and zord etc (no offence) often have much higher resist rates than others.
Candyx
04-10-2015, 11:03 AM
It seemed to me that the old RNG was failing because the server couldn't keep with with the number of calls and so there were repeats in the RNG. Either that or NGD precalculates a nice long list of probabilities before hand and these are drawn from in order, but the issue being the server was too slow to allow a sync lock around the increment of which number is being drawn from and so what happens is multiple calls are made in quick succession and all receive the same random number result, since the increment from the first call hadn't been processed yet.
Either way it's fixable. I'm not 100% sure why the evade mechanics have been changed, if NGD agrees the underlying problem was the RNG then why bother changing the mechanics? Don't get me wrong, the way it used to work (still does on haven) wasn't ideal, HC had almost no value since the rate of evades is low and most of the time people aren't hitting normals.
I'd like HC brought back and for it to effect where the mean damage is (while keeping the same range). Higher hit chance increases the mean damage; moving it away from the median and towards the maximum.this would have to be based on a skewed probability distribution *but* this can be done with very few server cycles.
It seemed to me that the old RNG was failing because the server couldn't keep with with the number of calls and so there were repeats in the RNG. Either that or NGD precalculates a nice long list of probabilities before hand and these are drawn from in order, but the issue being the server was too slow to allow a sync lock around the increment of which number is being drawn from and so what happens is multiple calls are made in quick succession and all receive the same random number result, since the increment from the first call hadn't been processed yet.
Either way it's fixable. I'm not 100% sure why the evade mechanics have been changed, if NGD agrees the underlying problem was the RNG then why bother changing the mechanics? Don't get me wrong, the way it used to work (still does on haven) wasn't ideal, HC had almost no value since the rate of evades is low and most of the time people aren't hitting normals.
I'd like HC brought back and for it to effect where the mean damage is (while keeping the same range). Higher hit chance increases the mean damage; moving it away from the median and towards the maximum.this would have to be based on a skewed probability distribution *but* this can be done with very few server cycles.
I was waiting for the expert to comment...! :D
Well i guess they assumed HC = 100% (absolute) for all players in order (maybe) to avoid the calculation "HC - Evasion" and alleviate the server computational burden? That could be a rational explanation, couldnt it?
And since they didnt know what to do with HC stat, they replaced it with Critical Damage.
Candyx
04-11-2015, 02:30 AM
I was waiting for the expert to comment...! :D
Well i guess they assumed HC = 100% (absolute) for all players in order (maybe) to avoid the calculation "HC - Evasion" and alleviate the server computational burden? That could be a rational explanation, couldnt it?
And since they didnt know what to do with HC stat, they replaced it with Critical Damage.
If the only rational was reducing computational burden then we'll be back to playing pong at the next update. :P
Looking for values in a list/array is typically alot faster than calculating values. A million value long list of numbers can be precalculated and searched through in fractions of a second, typically much faster than doing any serious math operations. All of this seems to come to very little difference though since the RNG is changing.
My question: Should hit chance be changed to critical damage (as on test server) or be used as a method to shift the mean damage from normal hits? Whichever is best suited to the game mechanics should be chosen and code can be written and optimised to work within the constraints of the server.
crownapollo
04-11-2015, 03:49 AM
I was waiting for the expert to comment...! :D
Well i guess they assumed HC = 100% (absolute) for all players in order (maybe) to avoid the calculation "HC - Evasion" and alleviate the server computational burden? That could be a rational explanation, couldnt it?
And since they didnt know what to do with HC stat, they replaced it with Critical Damage.
The critical damage stat is an even worse idea than hit chance IMO...The damage boost for critical hits is going to be even more BULLSHIT for archers and barbs. Hit chance wasn't completely useless, and neither is +evade...Just a few points in evade raises your evade chance by a couple percent. Hit chance also raised critical chance.
NGD please remove the critical damage stat before this goes live. I will finally completely quit this game, and a lot of other players (mostly mages) aren't too happy either.
LoveleHaven
04-11-2015, 10:57 AM
They still need to work on it guys. To be short they succeeded so far in raising the hit chance, but now they have to decrease the critical hit change/critical damage. Or something like that. Give em some time :)
kowocki
04-11-2015, 04:20 PM
My reflections and observations regarding critical hit chance and critical damage:
1) Question: we have no more hit chance that was affecting evasion attribute. This resulted in the past in massive spam of evades when lower lvl players were hiting higher lvl players. Does it now mean that all players have same chance to land normal hit regardless of the opponents lvl? This would be BIG PLUS towards new low lvl players who most time are helpless against higher lvl opponents.
2) Question: What to do with Finesse spell? Its unchanged on amun server, shouldnt it now affect critical hit chance or damage instead of "removed" hit chance"?
Observations:
We got doubbled attribute in weapons that affects equally the critical hit chance, this can be reduced to single attribute.
Currently we got:
+critical hit in armor/weapons with result +10= 1% critical hit chance
+X concentration with result +10 concentration= 1% crtitical hit chance
splitting this between two different attributes may lead to confusion and bugs cause more complicated formula.
Review of spells- as i play only warrior and archer class and their subclasses i review only their spells:
1) ARCHER
Adaptability-nice spell works perfect, no change need maybe except increasing its duration to 20 sek at lvl 5
Evasive tactics/rapid shot-> nice trade for protection/attack speed vs critical damage, excellent work, no change needed
Dodge and passive cat reflexes-useless, needs change from an %boost of current evasion to simple addon like for example got evasion 5% + cat reflexes +15%, final result my evasion is 20%, will need careful values adjustement for balance. Anyway current state of these spells is unacceptable
Meditation useless>lvl 5=+3%
concentration passives- useless considering how much they affect critical hit chance, needs rethinking
Point shot-excellent spell no change needed
duelist- nice passive boosting critical damage, except abuse from boss jewellery good as it is (spell is oki, the damage calculation from jewellery needs rethinking but its a subject for another thread)
Marksman spells:
Hawks Gaze-excellent spell (we may see short bow marksman again in the war zone with critical hit setup at warzone, something new that adds variety to this subclass :beerchug: )
trained eye- works like duelist, theoreticaly its nice tho it might be ill-used to overboost critical damage, needs rethinking
2) WARRIOR:
Martial defence- works good, keep it unchanged
Execution- works good, keep it unchanged
Martial reflexes works good no change needed
Rigorous preparations-useless spell, needs change/rethinking
OTHER SPELLS:
Hinder, challenge and other debuffs that affect critical damage-I like them, seems to be balanced counterweapon against critical damage, seems to be well balanced tho i feel that i hadnt test them enough
Challenging roar- its a nice balanced spell BUT BARBARIAN IS OVERPOWERED ALREADY does he really need it? I think not.
jewellery
current stats of hypnotizing amulet and boss rings (i tested my friends ring of the earth) have neglible influence on the stats they are affecting, needs rethinking/adjustement
godismyjudge
04-11-2015, 06:54 PM
And mages? Make mage's spells crit too, please, including DoT ticks.
Slartibartfast
04-11-2015, 07:00 PM
And mages? Make mage's spells crit too, please, including DoT ticks.
Who cares about mages?
Ludwig Von Mises
04-12-2015, 01:14 AM
I'v been going to test out and observe the RNG at amun, and must say, there is still too much resists for my taste.
Iheartpancakes
04-12-2015, 02:41 AM
I'v been going to test out and observe the RNG at amun, and must say, there is still too much resists for my taste.
Hmm yes, indeed. There does seem to be a lot of resists in the helpful screenshot you provided. Fortunately you didn't just write a line of useless shit.
Ludwig Von Mises
04-12-2015, 02:50 AM
Fortunately you didn't just write a line of useless shit.
A troll is hurt poor child. ::P
halvdan
04-12-2015, 08:58 AM
The problem is not only their RNG, but the community which will always cry about resists even if resist rate were minimized.
That's why I feel sorry for NGD doing this...even if they do great job, people will still cry because the main issue is in players who cannot admit their faults in war.
Ivramartono
04-12-2015, 09:59 AM
That's why I feel sorry for NGD doing this...even if they do great job, people will still cry because the main issue is in players who cannot admit their faults in war.
Do you ever make sense on the forum?
If you think they do a great job, thats fine. but people are here who share feedback and different opinions. if you never criticise shit then what are you discussing on the forum
Hayir
04-12-2015, 09:22 PM
Anyone know the barb dragon set? Has to be changed too.
Ludwig Von Mises
04-13-2015, 03:22 AM
These are some of the pvps i did with barbs. All those resists were done while the barb was not on Unstoppable madness.
That barb Alvaro resisted my thunder twice in a row from the two pvps we had.
MedicAlert
04-13-2015, 05:42 AM
Was trying a critical setup and seriously this is just bs:
http://i.imgur.com/mZIr4UL.jpg
kowocki
04-13-2015, 06:31 AM
Try maybe next time without boss amulet, you will see the difference ;).
On my marks critical setup works good tho i use 2xRoL and master archer amulet.
Most Bull...t we see when it comes to archer/warrior damage is the boss jewellery-was discussed many times, and its not subject to this thread.
MedicAlert
04-13-2015, 08:09 AM
Heres the non-"skill" version:
http://i.imgur.com/o2vphRt.jpg
kowocki
04-13-2015, 10:44 AM
1) doubt you got enough mana and time to buff up so much in normal fights (unless play safely in zerg)
2) what lvl was your opponent? was he/she using any defencive buffs? what lvl armor was he/she wearing
3) did you skill all passives maximizing the critical damage? (eg. duelist, trained eye) usually you have not enough: skill points, power points, mana to get all desired spells to have usable setup. Unless you drop some skill trees entirely like forget any tricks or evasion if want to max long bow+duelist lvl 4 from short bows and max recharged arrows and aiming mastery. Same goes to barb if want to have max passives for strenght and damage buffs etc.
second question is crucial, as:
A) my marks with similar dexterity and really good bow and good arrows and setup skilled towards normals barely pass 300 normals on lvl 60 opponents (some your normals are as high as my lethal strike 5 with buffs)
B) I saw "OP" screen shots made by lvl 60 guys showing OP damage on... unchallenging opponents/mobs (lol?) and on the other hand i saw once rage post made by lock who was complaining about resist spam (he forgot to mention he spammed spells on impossible/v hard mobs-100% troll)
Frosk
04-14-2015, 06:56 PM
Hey all!
I'm dropping by to write down a brief explanation on what we're working on right now, which is what we're probably going to upload to amun very soon.
Remember that ALL of these are just ideas, that must be tested, and that whatever you read here must NOT be taken as something that will surely be uploaded to live servers.
Keep in mind that for these kind of tests is why we call Amun an experimental server.
One more thing: ALL values used in this text are given exclusively for explanatory purposes. They do not represent any changes or modifications to skills, equipment, attributes, etc.
Having said this, let's move on to the first topic!
Resistance, Evasion and Block Chance System:
Due to technical, interpretation, balancing and gameplay terms, we'll try out a different focus on this system.
This change will make combat be determined by only 1 layer of calculations to decide whether if a player must, for example, evade or not, instead of the 2 layers that's being used today.
The objective will remain the same: to make resistances, evades and blocks show up with a low rate, and that they can only change the flow of a combat situation (pvp or group) if they're triggered with the use of powers.
In order to quickly brief you guys up:
As Adrian explained somewhere out there in a post, to determine when a player must evade an attack (let's use evade, but it applies for the other 2 things) first checks if he/she has an Absolute Evasion modifier active.
If he/she doesn't, then checks the Base Evasion stat (the one given by items, powers, etc) and with this value decides the character's fate.
It's pretty complicated in a technical level, it's hard to explain ingame with simple feedback and... well it's basically annoying.
What we want to do is to simply reduce the whole system to 1 unique layer, easy to understand and "manipulate" from a user point of view, by using powers, items, builds, etc.
To achieve this, all pasive powers, attributes, and powers like Escapist, will give Absolute Evasion chances.
This means that the user will see a real % value, which will determine what chances he/she has to evade.
In other words, if your character has, let's say, 15% evasion chance, is absolute. You could practically evade 15 hits out of 100 incoming blows.
This does not mean that you're always going to evade 15 hits out of 100 attacks, but is a real percentage that shows you what are your probabilities.
This absolute evasion value will also be upgradeable of course by using powers such as Escapist.
If you have 15% absolute evade, and cast Escapist that grants 100% absolute evade, you'll end up with 115% (which is capped at 100%), and lets you evade everything.
The new thing about this is that absolute evasion does not need to be always 100%, as you can see in "absolute" powers now available in live servers. They can also be set with any other different value between 0 and 100.
This means that if we create a debuff that removes 8% absolute evade, if you had 15% you'll go all the way down to 7%.
If we create a buff that grants you 20% absolute evade, you'll end up with 35%.
As you can see, it's pretty straightforward.
Besides this, you'll also be able to porcentually enhance your absolute Evade chance, with other skills (non passive), like "Dodge", or by using items like leggings with Evasion bonuses.
Considering this, if for example you have 15% absolute evade and cast "Dodge", which has a +30% Evade Chance (Non absolute), you'll now have 19.5% Absolute Evade Chance.
This is because this 30% affects the base you already have. Since 30% of 15 is 4.5, then 15 + 4.5 = 19.5
The same goes the other way, if someone reduces your Evasion chance in 40%; it'll be 15% minus this 40%, which means 15 - 6 = 9
This way, the system is a lot simpler with just one layer. If an attack goes "through" it, it'll land successfully.
This will also allow users to see the real effect granted by equipping items with evasion bonuses, or how much does it affect things up to cast a skill like "Dodge", which almost no one uses.
Thanks to its simplicity, it also allows a more wide array of posibilities when setting up a new build, and it also helps us out to make easy and understandable decisions whenever a new OP power or subclass shows up (this may happen right now, specially in the archer vs mage scenario).
---
On the other hand, we're also working in everything involving Criticals.
There's a high chance we're not going to continue the Crit Dmg changes included right now in Amun, as they require a lot of work and fixes and time.
It's a pretty good idea to include sometime in the future, but it needs more attention and analysis.
As for now, we're solely working in Crit Chances. We'll upload changes related to this very soon.
---
Leaving behind some of this RNG stuff, and heading onto invasions, we're aware of several isses regarding, for example, the gem pedestal's player counter. This one, along with other already mentioned issues, will also be fixed in this update.
From today on and until the fix is live, if you find someone making use of the player counter exploit, please report it and we'll take the appropiate measures in one or more accounts, if needed.
Best!
Slartibartfast
04-14-2015, 07:12 PM
Adrian, thank you for posting this explanation. One brief question:
What about mages? What about spell focus, concentration and intelligence attribute? Any use of it in near future? CoR is not all about warriors and archers.
Loque
04-14-2015, 07:12 PM
One question relating to barbarians, what happens with Berserk? Since the spell is -100% evasion, so anything absolute or relative evasion stats/bonus he has is rendered useless using Berserk and no Berserk is pretty much no barb.
Awrath
04-14-2015, 11:53 PM
I'll be honest, haven't actually tried out Amun, but I have just finished reading this entire thread!
Glad to see some work being done on RNG. There do seem to be mixed reactions to the current changes on Amun, so I'm looking forward to testing it out myself.
Main reason I felt I had to post was to get my two cents in regarding the critical chance thing, I am glad you are dropping that. It is the last thing we need in the current state of this game, as it will only further the gap in damage between mage and warriors/archers.
Keep up the good work, hopefully I'll have some more useful insights to the RNG changes once (or if) I bother to log on to Amun.
pieceofmeat
04-15-2015, 07:02 AM
Hey all!
First off, this sounds very promising, im excited about it again.
I like the one layer approach to things.
Maybe its a later topic but, what about item bonuses, stats, buffs that boost hit chance and spell focus?
I think they should be kept in, but be converted into an absolute "positive" value to counter the opponents absolute evade, resist and block chance.
Say base hit chance is always 100% unbuffed, so say you end with 110% hit chance with all bonuses, then everyone below 10% evade chance have 0% evade chance in reality or 20% evade chance have 10% evade chance in reality.
So essentially "absolute" is just a term for a one layer chance, spells that are meant to be truly absolute would need to be high enough to never go below 100% no matter what opponent stats and debuffs you may get hit with.
Hey all!
...
Having said this, let's move on to the first topic!
Resistance, Evasion and Block Chance System:
Due to technical, interpretation, balancing and gameplay terms, we'll try out a different focus on this system.
This change will make combat be determined by only 1 layer of calculations to decide whether if a player must, for example, evade or not, instead of the 2 layers that's being used today.
The objective will remain the same: to make resistances, evades and blocks show up with a low rate, and that they can only change the flow of a combat situation (pvp or group) if they're triggered with the use of powers.
At this point I have to comment that the new RGN system seems more robust than the previous one, and especially in the case of low number of hits. Users in this post, as well as from the Ra server on the corresponding spanish thread, have basically confirmed it.
In order to quickly brief you guys up:
As Adrian explained somewhere out there in a post, to determine when a player must evade an attack (let's use evade, but it applies for the other 2 things) first checks if he/she has an Absolute Evasion modifier active.
If he/she doesn't, then checks the Base Evasion stat (the one given by items, powers, etc) and with this value decides the character's fate.
It's pretty complicated in a technical level, it's hard to explain ingame with simple feedback and... well it's basically annoying.
Apart from "annoying", was the old system also more server-resource consuming? I am asking this, cause by translating some posts of Adrian from the corresponding spanish thread, he implied that the old system was imposing with higher burden on the server. I guess you are still searching of it, but let's hope that the new RGN system will also lead to less server lag in overall, which will be quite visible from the user point of view.
What we want to do is to simply reduce the whole system to 1 unique layer, easy to understand and "manipulate" from a user point of view, by using powers, items, builds, etc.
To achieve this, all pasive powers, attributes, and powers like Escapist, will give Absolute Evasion chances.
This means that the user will see a real % value, which will determine what chances he/she has to evade.
In other words, if your character has, let's say, 15% evasion chance, is absolute. You could practically evade 15 hits out of 100 incoming blows.
This does not mean that you're always going to evade 15 hits out of 100 attacks, but is a real percentage that shows you what are your probabilities.
This absolute evasion value will also be upgradeable of course by using powers such as Escapist.
If you have 15% absolute evade, and cast Escapist that grants 100% absolute evade, you'll end up with 115% (which is capped at 100%), and lets you evade everything.
The new thing about this is that absolute evasion does not need to be always 100%, as you can see in "absolute" powers now available in live servers. They can also be set with any other different value between 0 and 100.
This means that if we create a debuff that removes 8% absolute evade, if you had 15% you'll go all the way down to 7%.
If we create a buff that grants you 20% absolute evade, you'll end up with 35%.
As you can see, it's pretty straightforward.
Besides this, you'll also be able to porcentually enhance your absolute Evade chance, with other skills (non passive), like "Dodge", or by using items like leggings with Evasion bonuses.
Considering this, if for example you have 15% absolute evade and cast "Dodge", which has a +30% Evade Chance (Non absolute), you'll now have 19.5% Absolute Evade Chance.
This is because this 30% affects the base you already have. Since 30% of 15 is 4.5, then 15 + 4.5 = 19.5
The same goes the other way, if someone reduces your Evasion chance in 40%; it'll be 15% minus this 40%, which means 15 - 6 = 9
The proposed evasion/resist/block system seems rational and pretty straightforward, as you mentioned. But, as a player, I would like to have a correct and uniform description on all spells. I.e., which spells give Absolute evasion/resist/block, which spells give Relative to base evasion/resist/block. This has to be done once and for all.
And at this point, I would like to see this getting extended to all the other spells as well. Which spells are based on Total Damage Attack and which are based on Weapon Damage. And how Total Damage Attack is defined anyway? Does it include, for example, Recharged Arrows or not?
All these have to be clarified, if we like boasting that we do have a straightforward spell and evasion/resist/block system.
...
---
On the other hand, we're also working in everything involving Criticals.
There's a high chance we're not going to continue the Crit Dmg changes included right now in Amun, as they require a lot of work and fixes and time.
It's a pretty good idea to include sometime in the future, but it needs more attention and analysis.
As for now, we're solely working in Crit Chances. We'll upload changes related to this very soon.
---
As I have pointed out in previous posts and ingame discussion, the Critical Damage Idea was poorly designed at the time being and would definitely hinder the RGN patch on live servers. So, i agree that it should not be further developed at this moment.
Of course the big question here is what will be the fate of Hit Chance, since on the new system is considered as 100% (if I am not mistaken). With what Attribute will it be replaced on spells/gems/armor/weapons? Critical chance or Spell Focus (and Evasion / Spell Resistance) could be an idea for melee/archers and mages, respectively. I guess we have to wait on this a bit more.
I have some questions at this point:
1. If NGD abandons the idea of Critical Damage, it will return back to the formula of (1+1/3) * Normal_Hit ? Or will this be revised as well ?
2. Assuming that HC is 100% on all players, does it mean that a low level player could land hits on a high lvl player on the same success rate as with a high lvl player? This is not necessarily bad, but it could lead to some weird situations, for example on boss raids, where low lvl toons could have a bigger impact than the expected one, since they could land hits (and possibly spells too?) with much higher ease. A comment on this would be appreciated.
3. Will NGD at the final patch give us some more insight regarding Spell Focus / Spell Resistance? I would like to see the corresponding percent on my character sheet, plus some other attributes like attack speed, movement speed, and DPS. This has been already mentioned on the thread here (http://www.championsofregnum.com/forum/showthread.php?t=104902).
Thank you, Frosk, for the detailed feedback. All these days I got tired of translating Adrian's posts from the spanish forum thread. I understand that the International community is much smaller than the Spanish-lang one, but we deserve some attention from time to time too. :p
Best,
What about those classes where HC seems useless, and criticals don't exist? Will the spells get criticals?
May aswell give those classes a special case where any spell can't be dispelled, in place of a critical hit or something equally retarded (e.g DoT does entire damage as direct damage, why not, fuck it). Seems fair with these 50m 1200dmg hits. Funz.
Best,
pieceofmeat
04-15-2015, 11:46 AM
What about those classes where HC seems useless, and criticals don't exist? Will the spells get criticals?
May aswell give those classes a special case where any spell can't be dispelled, in place of a critical hit or something equally retarded (e.g DoT does entire damage as direct damage, why not, fuck it). Seems fair with these 50m 1200dmg hits. Funz.
Best,
Then you want critical South Cross and Leathal Strike hits as well i guess? :p
Ava De Kedavra
04-15-2015, 12:04 PM
Tried to check stuff on Amun but the system doesn't seem to see my lv 48 warlock and I had to create a level one char....I can't check anything with.
Guess I will just leave it :hat:
Tried to check stuff on Amun but the system doesn't seem to see my lv 48 warlock and I had to create a level one char....I can't check anything with.
Guess I will just leave it :hat:
Apart from what you say, I would like to notice that the "testinsta60" redeem code seems to have stopped working. NGD should look at that in order to facilitate user tests.
Best,
Then you want critical South Cross and Leathal Strike hits as well i guess? :p
May as well. 50 range too for SC. To make it fair.
Frosk
04-15-2015, 04:09 PM
Hey guys,
We'll be updating Amun in a bit with a new version of the game. Here's this version's changelog!
Changelog 1.12:
Gameplay - System:
- Modified: Realm walls can be recaptured (only by the defending realm).
- Modified: Hit Chance removed, replaced with Critical Chance, which raises the chance shown in the Character Sheet.
- New: Statistical RNG system for combat. Indicated chances now should be accurate both in the short and long run.
Gameplay - Skills:
Warrior:
- Martial Reflexes: Critical Chance changed to 100%/135%/170%/225%/300%. Duration changed to 40/50/60/70/100.
- Rigorous Preparation: Opponent Critical Chance changed to: -15%/-20%/-25%/-30%/-40%. Opponent Miss Chance changed to Evasion Chance: 25%/40%/55%/70%/100%. Cooldown changed to 90 seconds.
Knight:
- Precise Block: Mana cost updated to 150/225/300/375/450.
- Challenge: Opponent Hit Chance changed to Opponent Spell Resistance -25%/-40%/-55%/-70%/-100%. Added Opponent Concentration -10%/-15%/-20%/-25%/-30% Duration changed to 5/5/10/10/15.
Archer:
- Rapid Shot: Hit Chance changed to Critical Chance: -50%.
- Duelist: Hit Chance changed to Critical Chance.
- Hinder: Opponent Hit Chance changed to Opponent Damage Bonus: -2%/-4%/-6%/-8%/-10%.
- Finesse: Opponent Hit Chance changed to Opponent Critical Chance: -10%/-25%/-40%/-60%/-90%. Duration changed to: 10/15/20/25/30.
- Dodge: Evasion Chance changed to 30/35/40/60/90.
- Evasive Tactics: Hit Chance changed to Damage Bonus: -2%/-4%/-6%/-7%/-8%.
- Cat Reflexes: Evade Chance changed to: 5%/10%/15%/20%/25%.
- Spell Elude: Spell Resistance changed to: 20%/50%/90%/140%/200%.
- Escapist: Absolute Evasion Chance changed to: 50%/60%/70%/80%/100%. Duration changed to: 4/4/5/6/8. Cooldown raised to 75 seconds.
- Son of the Wind: Absolute Spell Resist Chance changed to: 50%/60%/70%/80%/100%. Duration changed to: 4/4/5/6/8.
Mage:
- Protection Dome: Spell Resist Chance changed to Absolute Spell Resist Chance: 3%/6%/10%/16%/25%. Duration changed to: 20.
- Curse: Opponent Hit Chance changed to Opponent Critical Chance: -10%/-15%/-20%/-25%/-30%. Opponent Spell Focus changed to Opponent Damage Bonus: -2%/-4%/-6%/-7%/-8%.
Interface:
- New: Spell Resistance is shown in the Character Sheet.
Keep in mind that, as we explained before, absolute chances add up directly. If you have 5%, and the power grants you 50%, you end up with 55%.
Non absolute chances porcentually multiply what you already have. If you have 5%, and the power grants 50%, you come out with 7.5%
That's it! We'll let you know when the server's up with the new version.
Best,
Raindance
04-15-2015, 04:18 PM
Precise block 450 mana, hahaha. That will be fun. :beerchug:
schachteana
04-15-2015, 04:18 PM
If you have 5%, and the power grants you 50%, you end up with 55%.
If you have 5%, and the power grants 50%, you come out with 7.5%
You do realize that you just wrote the same thing twice, don't you? Shouldn't the spell descriptions AND the spell effect descriptions be distinguishable? It does not seem to me that on every item, every spell, every buff, you can easily see whether it's an abolute or relative bonus. And I fear that as soon as it gets translated into other languages, we'll have a big big mess.
Iheartpancakes
04-15-2015, 04:21 PM
Knight:
- Precise Block: Mana cost updated to 150/225/300/375/450.
This is a bit excessive considering Knight auras aren't cheap, don't you think? :/
Sentan
04-15-2015, 04:24 PM
Hey guys,
We'll be updating Amun in a bit with a new version of the game. Here's this version's changelog!
....
Changelog 1.12:
...
- Precise Block: Mana cost updated to 150/225/300/375/450.
- Challenge: Opponent Hit Chance changed to Opponent Spell Resistance -25%/-40%/-55%/-70%/-100%. Added Opponent Concentration -10%/-15%/-20%/-25%/-30% Duration changed to 5/5/10/10/15.
Archer:
...
- Hinder: Opponent Hit Chance changed to Opponent Damage Bonus: -2%/-4%/-6%/-8%/-10%.
- Evasive Tactics: Hit Chance changed to Damage Bonus: -2%/-4%/-6%/-7%/-8%.
- Spell Elude: Spell Resistance changed to: 20%/50%/90%/140%/200%.
- Escapist: Absolute Evasion Chance changed to: 50%/60%/70%/80%/100%. Duration changed to: 4/4/5/6/8. Cooldown raised to 75 seconds.
- Son of the Wind: Absolute Spell Resist Chance changed to: 50%/60%/70%/80%/100%. Duration changed to: 4/4/5/6/8.
Mage:
- Protection Dome: Spell Resist Chance changed to Absolute Spell Resist Chance: 3%/6%/10%/16%/25%. Duration changed to: 20.
- Curse: Opponent Hit Chance changed to Opponent Critical Chance: -10%/-15%/-20%/-25%/-30%. Opponent Spell Focus changed to Opponent Damage Bonus: -2%/-4%/-6%/-7%/-8%.
Interface:
- New: Spell Resistance is shown in the Character Sheet.
I like it! But what about Blindness, Clumsiness, Metabolic Control, Obfuscate, Omnipresent etc.? Make concentration useful or just revamp these spells :)
Knight:
- Precise Block: Mana cost updated to 150/225/300/375/450.
Fix Precise Block bug, please.
Blastard
04-15-2015, 04:31 PM
Knight:
- Precise Block: Mana cost updated to 150/225/300/375/450.
Well, I guess I'll have some more points for derping now, any suggestions what to put them into?
Iheartpancakes
04-15-2015, 04:31 PM
Not looking forward to op Syrtis marks with x2 eve rings. 68% crit chance, and that's without crit buffs. My god man.
Not looking forward to op Syrtis marks with x2 eve rings. 68% crit chance, and that's without crit buffs. My god man.
Nah. Eve ring is nerfed to +34 ice +6% crit chance, which isnt even absolute one.
Sentan
04-15-2015, 04:37 PM
Protection Dome affect self+allies, +25% Absolute Spell Resist Chance and 20 sec duration? I need to modify my PvP build lol...wb Staff Mastery :P
Iheartpancakes
04-15-2015, 04:53 PM
Nah. Eve ring is nerfed to +34 ice +6% crit chance, which isnt even absolute one.
Seriously? If that's the case, I guess those other boss rings will be even more useless (the conc+hc ones)
Sentan
04-15-2015, 04:59 PM
I guess those other boss rings will be even more useless (the conc+hc ones)
Exactly... +6 conc +6% crit chance. My crit chance increased from 4% to 5%, OP.
Ava De Kedavra
04-15-2015, 05:03 PM
Archer:
- Evasive Tactics: Hit Chance changed to Damage Bonus: -2%/-4%/-6%/-7%/-8%.
Great, so non-boss-geared hunters will do even less damage if they don't wanna be 2-hit'd by a rushing barb or gonna get killed by boss-geared marks while they're trying to target conjus, unbuffed, with higher damage output...
- Escapist: Absolute Evasion Chance changed to: 50%/60%/70%/80%/100%. Duration changed to: 4/4/5/6/8. Cooldown raised to 75 seconds.
- Son of the Wind: Absolute Spell Resist Chance changed to: 50%/60%/70%/80%/100%. Duration changed to: 4/4/5/6/8.
Why not 4/5/6/7/8?
Why giving an extra second for the highest level while the duration doesn't change for the first and second level?
Do you think anyone will use it on level one or two anyway?
Pfft, why do I care then you can ask ^^ Okay, never mind it :D
Just seemed a bit unfair.
Hopeakettu
04-15-2015, 05:08 PM
One question relating to barbarians, what happens with Berserk? Since the spell is -100% evasion, so anything absolute or relative evasion stats/bonus he has is rendered useless using Berserk and no Berserk is pretty much no barb.
Any news about this, Frosk?
EDIT: With the mana cost increase on Precise block, would it be possible to drop the 'Stop on move' part? This would keep the spell useful and would get rid of the current bug as well. Eventually, you could add -x% Movement speed to it. Just an idea. :hat:
Sentan
04-15-2015, 05:16 PM
Bless, Eagle's Eye, Hawk's Gaze, Trained Eye still increase hit chance. :)
MDpro
04-15-2015, 05:17 PM
Archer:
- Evasive Tactics: Hit Chance changed to Damage Bonus: -2%/-4%/-6%/-7%/-8%.
- Cat Reflexes: Evade Chance changed to: 5%/10%/15%/20%/25%.
- Spell Elude: Spell Resistance changed to: 20%/50%/90%/140%/200%.
- Escapist: Absolute Evasion Chance changed to: 50%/60%/70%/80%/100%. Duration changed to: 4/4/5/6/8. Cooldown raised to 75 seconds.
- Son of the Wind: Absolute Spell Resist Chance changed to: 50%/60%/70%/80%/100%. Duration changed to: 4/4/5/6/8.
I disagree with making SOTW a spell resistance "chance" again, since a big part of this next update is making random resists happen less. SOTW is fine how it currently is in the live servers, even with the potential changes to stats and other spells. And about evasive tactics... Since most changes regarding hit chance are being changed to critical chance, why not do the same with evasive tactics and lower the critical chance by each level?
Anunnaki
04-15-2015, 05:50 PM
can we have Poll for this change?
Seriously, this is the worst update ever
Hopeakettu
04-15-2015, 05:53 PM
can we have Poll about this change?
Seriously, this is the worst update ever
There's no update yet, just new possible changes they put on Amun for testing. The values and stuff will probably change, so chillax. :drinks:
Hollow-Ichigo
04-15-2015, 07:35 PM
NGD aren't stupid enough to make precise block cost that much mana. It must be some sort of Amun trolling
MedicAlert
04-15-2015, 07:47 PM
NGD aren't stupid enough to make precise block cost that much mana. It must be some sort of Amun trolling
It's called making shit unspammable. But it wasn't OP in the first place to begin with, if something like this would happen to ms, i'm all fucking in.
Besides, i like most of the changes apart from the 6% non-absolute crit chance on undead touch ring, if you're nerfing one stat of one similar item than rest should be affected too? or else you're making that item underpowered? smite ring needs nerf too, 75 mana would be fucking perfect and how about 2 strength on fury ring or else make the 6% absolute chance on undead touch.
Best,
Loque
04-15-2015, 07:56 PM
Did something break after this update NGD?
http://i.imgur.com/NQeFR3S.jpg
Some more fun sauce:
https://www.youtube.com/watch?v=Z486MNPQyCo
mind-trick
04-15-2015, 09:03 PM
you can change the hit chance stat to a different output that only affect spells, specifically the useless spells. for example: for hunters it can increase the usefulness of pets or reduce repair costs, doesnt have to be normal hit related though. there is no need for luck factor to be in this game, why not simply prevent that as much as possible?
I also think there is lots of inconsistency in drop rate and magnanite rocks. it can be stressful for newer toons.
Iheartpancakes
04-15-2015, 10:49 PM
Did something break after this update NGD?
http://i.imgur.com/NQeFR3S.jpg
Some more fun sauce:
https://www.youtube.com/watch?v=Z486MNPQyCo
Hahaha thanks for the pvp. Haven't laughed this hard in ages.
Slartibartfast
04-15-2015, 10:55 PM
Did something break after this update NGD?
http://i.imgur.com/NQeFR3S.jpg
Some more fun sauce:
https://www.youtube.com/watch?v=Z486MNPQyCo
Like you both have staves filled with blanks :)
Ludwig Von Mises
04-16-2015, 02:31 AM
Knight:
- Precise Block: Mana cost updated to 150/225/300/375/450.
Are you kidding? o.O
Usually knights before going into battle buff def support, caution, damage buff, auras, then charge into the middle of a zerg (if they make it) and most likely will need to dispel an ally. By this time they might be left with no mana. Further they usually cast army of one Before charging which costs alot of mana, then to cast an area like thunder costs alot of mana too. I'm thinking they probably won't have enough mana to cast army of one or thunder if they cast precise block. This new mana cost is just too much Frosk. I mean how do you go from the original mana cost of 50 mana at level 5 to 450 mana? :::O
Normal knight mana is about 1500. Defensive support is 200 mana, caution level 4 160 mana, brutal impact buff 140 mana, army of one 300 mana, dispel 210 mana, faint 200 mana, kick 4 160 mana, disabling level-1 200 mana, comes to 1570 mana. By this time you'v likely run out of mana.
New lets say you want to be more offensive. MS-5 is 200 mana, thunder 500 mana, forceful blow 130 mana, ribs breaker 130 mana,
comes to 960 plus 1570 thats 2530 mana. xD And i haven't added the knight auras yet. :P
Now lets add the knight auras which most knights might use: Heroic presence 400 mana, shield wall 240 mana, deflecting barrier 450 mana, stars shield 240, comes to 1330 mana plus 2530 thats 3860 mana. And now that precise block might become 450 mana thats 4310 mana. wow :P What do you think knights are mana machines? xD
Gnupis
04-16-2015, 06:16 AM
- Escapist: Absolute Evasion Chance changed to: 50%/60%/70%/80%/100%. Duration changed to: 4/4/5/6/8. Cooldown raised to 75 seconds.
- Son of the Wind: Absolute Spell Resist Chance changed to: 50%/60%/70%/80%/100%. Duration changed to: 4/4/5/6/8.
Please don't make spells below lvl5 useless. You can either revamp the skill system and make each spell cost different or scale the spell usefulness regarding the points invested. If I have to use 5 points for each spell I decide to use the skillsets we can build become pretty limited, not to mention we almost always will drop situational spells in favor of the more useful ones, resulting in standard "good" or "bad" builds.
Kyrenis
04-16-2015, 10:43 AM
Knight:
- Precise Block: Mana cost updated to 150/225/300/375/450.
Defensive stance is the problem, not PB.
Adrian
04-16-2015, 12:22 PM
Please don't make spells below lvl5 useless. You can either revamp the skill system and make each spell cost different or scale the spell usefulness regarding the points invested. If I have to use 5 points for each spell I decide to use the skillsets we can build become pretty limited, not to mention we almost always will drop situational spells in favor of the more useful ones, resulting in standard "good" or "bad" builds.
Yes, in this case the focus was wrong. As I said multiple times: these changes are not final. We're adjusting to see what fits this new system. Chances will be effective and not fluctuating like before. This development stage will have a lot of changes but none of them are final until we say so.
PLEASE, understand that this is the most difficult change ever for Regnum.
Iheartpancakes
04-16-2015, 01:17 PM
PLEASE, understand that this is the most difficult change ever for Regnum.
We do. We're just throwing out feedback as you make changes to try and help (though some feedback may be a little more "extreme" and less helpful than others).
Thanks for keeping us updated in the meantime.
Best,
Sentan
04-16-2015, 01:40 PM
- Rapid Shot: Hit Chance changed to Critical Chance: -50%.
http://i60.tinypic.com/svjv5v.jpg
The shot range increases, but the efficiency decreases.
Why only Rapid Shot has -hit chance/crit chance debuff? Add the negative effect to Parabolic Shot as well... maybe -8% damage or -50% crit chance.
Ava De Kedavra
04-16-2015, 02:49 PM
Will you translate your signiture Adrián please?
Thanks in advance.NVMD. :D
Loque
04-16-2015, 03:24 PM
"AMUN CURRENTLY IS NOT A FINAL VERSION. EVERY CHANGE IS TO BE TESTED, OR ENHANCED OR REVERTED."
But seriously, stop riding the monkey on their backs. You don't understand a simple thing as a TEST server or what.
Hollow-Ichigo
04-16-2015, 03:52 PM
"AMUN CURRENTLY IS NOT A FINAL VERSION. EVERY CHANGE IS TO BE TESTED, OR ENHANCED OR REVERTED."
But seriously, stop riding the monkey on their backs. You don't understand a simple thing as a TEST server or what.
Yes, we do know it is a test server. How many times in the past did they say "this is just a test not the final version" people unanimously complained, and guess what still went live. YOU GUESSED IT. Like, instead of giving parabolic a -dmg, they give evasive tactics. How does this make any sense, even as a test? This spell already had -evade or -hc, IIRC, and putting -dmg on a buff that is not used frequently by pew-pew max range marks or effect fights the same way as other spells do (I.E. parabolic now gives the possibiliy of a player being untouchable to the opposing fighters. Evasive doesnt do anything of the sort) just makes the very few who dont stay at max range, want to stay at max range. And this kills petless hunters and archers without boss jewls in general. They put the mana cost on PB to an absurd amount. They didn't change knight regen or give knights more mana. They just changed the mana this high. Again, how does this make sense, at all? Knights are already low enough on mana, and I don't recall people complaining about PB outside of the bugs. Then we have SotW and Escapist. These spells were fine as they are now. If anything, UM should be changed to what SotW is. But SotW and Escapist are amazing on the live server, but, yet again, NGD wants to change these spells for the how many times now?
They could have applied these changes on so many controversial spells, that actually need to have a drawback. Like the -dmg to parabolic, for perfect example. And I think that is why the backlash is here. Because we all know the history of what "this is a test" actually means.
-Drew
Ivramartono
04-16-2015, 04:19 PM
eventho its still a test, i think the userbase lost 'faith' in ngd and their promises due to past updates. I hope its different this time
Id rather let knights use pb more often and lower random blocks, let them time it, when to block etc.
there is no need to make warriors more support dependant at all
Best,
schachteana
04-16-2015, 09:17 PM
well, while we're at it.
I think it would be nice if spells were not only usable below level 5, but if most buffs also had a downside. Let's say, caution makes you 15% slower, defensive stance consuming mana per second, thirst of blood only for two-handed weapons and so on.
Looking forward to the day when all spells will be equally worth skilling :D
MDpro
04-16-2015, 10:12 PM
Like you both have staves filled with blanks :)
:lightsabre: :superpusso: :pumpkin:
Gnupis
04-17-2015, 01:57 AM
Yes, in this case the focus was wrong. As I said multiple times: these changes are not final. We're adjusting to see what fits this new system. Chances will be effective and not fluctuating like before. This development stage will have a lot of changes but none of them are final until we say so.
PLEASE, understand that this is the most difficult change ever for Regnum.
I understand the changes are not final and I am happy we can talk about them before they are. However, on this matter particularly, its a lot of spells that have this problem after the update that nerfed CC spells, like knockdowns and cannot-move effects that last for 2 seconds while they cause a global cooldown of 1sec. There are many ways to reduce a spell's effectiveness whle keeping it in the game.
I would say it is much more preferable to keep a spell's duration stable throughout its ranks and reduce other factors than making the duration so short its insignifficant. Example, a 2 sec ambush will be used by absolutely noone, a 5-6sec ambush with a 50% fail chance though will be conidered for as little as 1-2 points.
Iheartpancakes
04-17-2015, 02:30 AM
Example, a 2 sec ambush will be used by absolutely noone
I use a 2 sec will domain. Couldn't be bothered reskilling after last nerf.
Frosk
04-17-2015, 07:47 PM
New changes have been uploaded at Amun.
Here's the changelog!
Gameplay - System:
- Added: Offensive Wall Camps. When a Realm vulnerates an enemy, if any player of that Realm dies in the hands of another player in the Realm Wall Door zone, "Offensive Wall Camp" can be used as an option to respawn. These camps are located farther that then defender's Wall Camps, but way closer than the nearest save. Visuals still to be modified (there are no props yet!)
Their approximate coords are:
Syrtis: 2806 3739
Alsius: 2104 2471
Ignis: 4052 2733
Note that this will have no effect in Realm Balance, as if it exists, it doesn't matter if they respawn near or far. Realm Balance is to be addressed with other features we will be adding in the next days.
- Added: Offensive Wall Camp Guards. When the vulneration starts, guards from the vulnerator realm spawn there to protect the players.
Note that this guards, quantity and all visuals are still to be enhanced.
Gameplay - Skills:
- Precise Block: Mana cost updated to 90/110/140/170/200. Duration changed to 4/5/6/7/9. Cooldown changed to 45 sec.
- Escapist: Absolute Evasion Chance changed to: 100%. Duration changed to: 3/4/5/6/8.
- Son of the Wind: Absolute Spell Resist Chance changed to: 100%. Duration changed to: 3/4/5/6/8.
Gameplay - Interface:
- Added: Skill status of "Only blockable / resistable at 100%". This already existed for several skills but was not being mentioned in the tooltip.
This means that only if you reach 100% block or spell resist you could block or resist them.
- Added: Movement Speed is shown in the Character Sheet.
Gameplay - RNG
Fixed: Chances not being properly calculated due to a general error.
Sentan
04-17-2015, 08:03 PM
Gameplay - Skills:
- Precise Block: Mana cost updated to 90/110/140/170/200. Duration changed to 4/5/6/7/9. Cooldown changed to 45 sec.
- Escapist: Absolute Evasion Chance changed to: 100%. Duration changed to: 3/4/5/6/8.
- Son of the Wind: Absolute Spell Resist Chance changed to: 100%. Duration changed to: 3/4/5/6/8.
Much better :) But pls, fix PB bug! :P
ShadowForce
04-17-2015, 08:18 PM
Excellent changes, looking forward to testing.
MDpro
04-17-2015, 08:52 PM
Gameplay - Skills:
- Precise Block: Mana cost updated to 90/110/140/170/200. Duration changed to 4/5/6/7/9. Cooldown changed to 45 sec.
- Escapist: Absolute Evasion Chance changed to: 100%. Duration changed to: 3/4/5/6/8.
- Son of the Wind: Absolute Spell Resist Chance changed to: 100%. Duration changed to: 3/4/5/6/8.
Nice. :smile::thumb_up::thumb_up:
Iheartpancakes
04-17-2015, 09:25 PM
- Added: Offensive Wall Camps. When a Realm vulnerates an enemy, if any player of that Realm dies in the hands of another player in the Realm Wall Door zone, "Offensive Wall Camp" can be used as an option to respawn. These camps are located farther that then defender's Wall Camps, but way closer than the nearest save. Visuals still to be modified (there are no props yet!)
This sounds really good. Nice addition!
The other changes are much, much better than the previous update.
Best,
DogFish
04-17-2015, 11:25 PM
Gameplay - Skills:
- Precise Block: Mana cost updated to 90/110/140/170/200. Duration changed to 4/5/6/7/9. Cooldown changed to 45 sec.
I think the mana cost update is a good change. I am concerned that the new duration/cooldown will tip the balance of melee fighting entirely towards knights.
With a duration of 9 seconds, precise block 5 means a knight can simply wait out the duration of UM. A barb has no good way to approach a knight. If you UM first, they PB and then chain knock you. If you don't UM, you get a spear range feint. If you UM to avoid the second knock, the knight just casts PB, waits out UM and then uses the second knock. Any CC is likely to fail given the 65% resist from def support and up to 25% knock resist from steadiness. The knight class is simply too safe, there is no risk involved.
I think that the duration/cooldown should be left at their current values for now. I'd rather this update just focus on the RNG. Class balance is important and should have it's own separate update.
Hayir
04-17-2015, 11:41 PM
I think the mana cost update is a good change. I am concerned that the new duration/cooldown will tip the balance of melee fighting entirely towards knights.
With a duration of 9 seconds, precise block 5 means a knight can simply wait out the duration of UM. A barb has no good way to approach a knight. If you UM first, they PB and then chain knock you. If you don't UM, you get a spear range feint. If you UM to avoid the second knock, the knight just casts PB, waits out UM and then uses the second knock. Any CC is likely to fail given the 65% resist from def support and up to 25% knock resist from steadiness. The knight class is simply too safe, there is no risk involved.
I think that the duration/cooldown should be left at their current values for now. I'd rather this update just focus on the RNG. Class balance is important and should have it's own separate update.
the barbs i know just stay in range until def roar works.
MDpro
04-18-2015, 12:19 AM
I think the mana cost update is a good change. I am concerned that the new duration/cooldown will tip the balance of melee fighting entirely towards knights.
With a duration of 9 seconds, precise block 5 means a knight can simply wait out the duration of UM. A barb has no good way to approach a knight. If you UM first, they PB and then chain knock you. If you don't UM, you get a spear range feint. If you UM to avoid the second knock, the knight just casts PB, waits out UM and then uses the second knock. Any CC is likely to fail given the 65% resist from def support and up to 25% knock resist from steadiness. The knight class is simply too safe, there is no risk involved.
I think that the duration/cooldown should be left at their current values for now. I'd rather this update just focus on the RNG. Class balance is important and should have it's own separate update.
Agreed 100%.
pieceofmeat
04-18-2015, 01:03 AM
Maybe ngd can fix or otherwise remove pb animation?
Nearly all knights are abusing the animation bug anyway.
Ava De Kedavra
04-18-2015, 01:35 AM
What about this?
Archer:
- Evasive Tactics: Hit Chance changed to Damage Bonus: -2%/-4%/-6%/-7%/-8%.
IMO it rather should have some other malus than damage bonus.
halvdan
04-18-2015, 06:14 AM
I think the mana cost update is a good change. I am concerned that the new duration/cooldown will tip the balance of melee fighting entirely towards knights.
With a duration of 9 seconds, precise block 5 means a knight can simply wait out the duration of UM. A barb has no good way to approach a knight. If you UM first, they PB and then chain knock you. If you don't UM, you get a spear range feint. If you UM to avoid the second knock, the knight just casts PB, waits out UM and then uses the second knock. Any CC is likely to fail given the 65% resist from def support and up to 25% knock resist from steadiness. The knight class is simply too safe, there is no risk involved.
I think that the duration/cooldown should be left at their current values for now. I'd rather this update just focus on the RNG. Class balance is important and should have it's own separate update.
You assume that knights will be using PB 5 which isn't necessary so.
In other words, it's much better to have skilled lvl 1-2 precise block and be able to use it in time of need than having it skilled on lvl 5, but in many cases not be able to cast it due to high mana cost.
Well, I don't really like increasing of CD...I would more expect doing such changes on spells like fulminating or mindsquasher, don't know what made NGD think precise block needs nerf.
Anyway, this version of precise block is much more acceptable than the previous 'mana hole'. Still would be happier to see PB untouched.
Sentan
04-18-2015, 07:15 AM
I would more expect doing such changes on spells like fulminating...
Yeah. If you nerf PB do the same with fulminating.
Alo.
Some remarks from my side:
1. Thank you for adding the "movement speed" attribute on character sheet. But, to be honest, I expected something better than a percent. :p
If you can translate the percent to "meters per second", it would be perfect and could give a better insight to the player.
On a first side-note, I tried my +4% ms leggs and found out that the speed increases from 100% to 103% (see photo below). So, either the +4% refers to the base, thus is not an absolute percent, or something is wrong with the character sheet. Could you check it pls? <--- Check below.
On a second side-note, please consider adding "attack speed" attribute as well. It could be measured on "hits per second" or something like that. Furthermore, you can also add hp and mana regen rates, in "hp and mana points per sec". Just throwing ideas here...
2. I am bit disappointed with the second stat of eve ring. The 6% crit chance is non-absolute and refers to base crit chance. This means something like 0.4% on absolute terms (on my toon and equipment anyway). I would like to see an absolute crit chance on eve rings, like 2-3%.
On the other hand, even if it stays as it is, it's acceptable. Both old HC and new crit chance have had questionable impact anyway. After all, players do not wear them for that stat.
3. Unfortunately, dodge and spell elude still seem useless for my taste. Their relative-to-base evasion and spell resistance bonus, respectively, are too low to have any observable impact, imo. Some feedback from other players on these spells would be appreciated.
4. The damage malus on evasive tactics is tricky, but acceptable. Thing is that this spell needs even better timing now, since it already have had a relatively small duration.
5. The new RNG system looks ok to me.
6. There are still spells, like eagle's eye, killer instinct, trained eye, etc., that need to be corrected.
http://s23.postimg.org/6uwln9kwr/screenshot_2015_04_18_09_57_44.jpg
Extra Info for Movement Speed
The 103%, mentioned above, may result from a round-off error. Casting mobility (+10% - absolute?), the movement speed increases from 103% to 113.99%. If mobility is absolute, then leggs give 3.99% (almost 4%), but for some reason it is rounded down to 103%. Anyway, it needs NGD's attention to configure or better calibrate it.
http://s16.postimg.org/jumt2yujp/screenshot_2015_04_18_11_54_37.jpg
Best,
Ludwig Von Mises
04-18-2015, 08:56 AM
Gameplay - Skills:
- Precise Block: Mana cost updated to 90/110/140/170/200. Duration changed to 4/5/6/7/9. Cooldown changed to 45 sec.
So precise block cooldown now more then twice as long, from 20 seconds to 45 seconds, hmm i'm sceptical but i'll wait to test it out before i say its good, okay, or bad etc.. Thanks for looking further into it though Frosk. :]
Sentan
04-18-2015, 09:56 AM
- Added: Offensive Wall Camps. When a Realm vulnerates an enemy, if any player of that Realm dies in the hands of another player in the Realm Wall Door zone, "Offensive Wall Camp" can be used as an option to respawn. These camps are located farther that then defender's Wall Camps, but way closer than the nearest save. Visuals still to be modified (there are no props yet!)
Their approximate coords are:
Syrtis: 2806 3739
Alsius: 2104 2471
Ignis: 4052 2733
http://i62.tinypic.com/2wppg6r.jpg
Imo it's too close to the Realm Wall Door. So easy for the invaders :P Defenders should get something as well. Maybe GC or stronger gate.
Ludwig Von Mises
04-18-2015, 11:25 AM
http://i62.tinypic.com/2wppg6r.jpg
Imo it's too close to the Realm Wall Door. So easy for the invaders :P Defenders should get something as well. Maybe GC or stronger gate.
I like the location of the offensive camp though. :]
Just imagine like last invasion which is all too common. Alsius having 15 plus against 4 syrtis defending the gate. At Least give the defenders GC's plus more guards inside the gate when their underpopulated. I think thats the least that should be done to give the defenders with very low numbers a chance to defend successfully.
The changes to precise block seem to be okay.
schachteana
04-18-2015, 11:38 AM
SAVE GUARDS (all of them) -
would it really be too bad to change their behaviour so they only attack when allies around the bind are being attacked and stay passive otherwise?
The "come 60 meters near the altar and I will fucking 9000-onehit you"-mentality of the save guards is horrible.
http://abload.de/img/screenshot2015-04-222msygr.png
^ the words and signature of a man who is wasted.
Blart
04-19-2015, 01:37 AM
can i just ask one thing
what was wrong with regnums RNG? It used to produce real random numbers, right? and now, it was changed so the chance for resist/evade/whatever-chains is smaller? so, ngd basically manipulated the probability?
as far as i know, people weren't really having a problem with how probability works but rather with the amount of resists in general, which used to be (and still is on liveserver) about 30% for non-damaging stun spells. Lowering the resist rate in general would have been enough, I'd say, but definitely necessary nevertheless.
since this is probably solved now, I shouldn't complain anyway. there is so much to do for ngd, I hope they'll get around to everything one day.
The exact term about the complaint about the RNG is the redudancy. It means the probability that , whereas those numbers are random at long scale, they repeat themself at short scale.
This in the game made some really annoying sequences where all spells were resisted therefore completely changing the course of the fight.
So to answer your question those were not random numbers but sequential numbers. That's what was corrected.
-Mongoose-
04-19-2015, 04:27 AM
Long post, but a lot of information. I've highlighted several areas where it'd be great to have someone provide data or double check my work. Many thanks if you can provide help here. Red items are things I think that NGD should definitely examine before releasing this to the live server.
Questions / Comments:
*It seems that crit damage has been lowered slighly since last week. Can NGD confirm this? Also, I'd like to see some tests from boss jeweled players. How hard are you hitting now?
*It seems that the majority of non-damaging spells have the "only blockable at 100%". Why do the following spells not have the modifier? Death Sentence, Sticky Touch, Taunt, Confuse, Darkness, Howl, Freeze, Caltrop's arrow. Can you also explain precisely what this modifier does? The spell is only blockable if the knight casts precise block?
*All single target knocks (Ambush, Will Domain, Feint) except Kick have the "only blockable at 100%" Seems a bit unfair to barbs. I guess it's based on the non-damaging condition.
*Why does War Confidence have the "only blockable at 100%" and "only resistable at 100%"? Amusing at least :P Also, can you change this to be like an aura? It's annoying when it interrupts spell casts (old bug).
*Does hit chance/spell focus still exist in code? Your initial post made it sound like hit chance was eliminated. The following spells still have hit chance / spell focus modifiers: Challenging Roar, Eagle's Eye, Resurect, Bless, Sadistic Guard, Trained Eye.
*Since this update is focusing on RNG, can we get some information about the mechanics of Miss Chance? It's very few spells, maybe even remove miss chance spells?
*A while back, I measured resist rates on the live server (in January). Two players were in the arena, level 60 Barb and level 60 Hunter. Both players stood still, no movement. Latency was steady around 200 ms for both players. I measured the following resist rates. Intimidate: (p=0.0463, 95% confidence interval=[0.0363, 0.0563], n=1685). Under these same conditions, I measured certain spells that had higher resist rates: Kick (p=0.169, 95% confidence interval=[0.138, 0.201], n=544), Deafening Roar (p=0.151, 95% confidence interval=[0.118, 0.183], n=464). Why do these spells currently have higher resist rates and will this occur on the new RNG update?
*Since we're on the topic of RNG, can you make a statement about this rumor I've heard about resists? Supposed a dev told this to a player, I've only heard it second hand, it goes as follows. When a player casts a power, the client and sever perform several checks to verify that the spell can be cast. Supposedly the number of checks is three. Supposedly if the target is not in range on the final check at the end of casting, the server defaults to a spell resist instead of canceling the spell. I'm aware that you can get a 'Out of Range' message on spell casting. My hypothesis would be that the target appears in range on the client. The server implements lag compensation, and what the caster client sees may be different from the server reality. Under this condition, where the target is in range on the client, but out of range on the server, the server defaults to a spell resist. Is there any truth to this rumor? This would potentially explain the seemingly high resists that we see in the war zone, but not under controlled tests.
Notes:
*Bug: Character sheet shows movement speed dropping to 60% at the moment the character attacks, then back up to 100%. I've only been able to replicate this on knight & barb. Hunter/Lock did not seem to have this issue. Character can be standing still or moving, it will occur in both situations. To replicate: attack a mob with a melee character. Movement speed will drop to 60% at the moment the attack hits the mob, then jump back up to 100%. This appears to only be a display issue, it doesn't feel like the character slows down. Someone can confirm on Barb/Knight?
Update: Trying to reproduce it more. Doesn't happen on every hit, there will be mobs where this never happens. Try starting in non-combat mode, then hitting control as you approach. Switch back to non-combat after you kill, seems to happen more likely. The 60% never appears if I attack with a spell.
*Block Chance is now a percentage. The value on the shield directly corresponds to block chance. I don't have a level 60 shield, but the level 58 shield has 9% block chance. Can someone post how much a level 60 shield has?
*Aventurines have been convered to Crit Chance bonuses. A +17 hit chance was converted to 3.4% crit chance. gem_crit_chance = 2*gem_hit_chance. Anyone can confirm this?
*The following jewelry is related to the RNG update:
-Ring of Twins: Spell Focus +4. Does it do anything? Nothing on the character sheet changes.
-Hypnotizing Amulet: Hit Chance +12 converted into Crit Chance +2%
-Desert Wanderer Ring: No data. Someone please post.
-Ring of Earth: No data. Someone please post.
-Ring of Spider (Syrtis only, does this still exist?): No data. Someone please post.
-Ring of Undead Touch: No data. Someone please post.
*Evade chance debuffs work as expected (tested with Crash + Destabilize). Debuffs are additive. Crash (-40%) and Destabilize (-10%) give a total of -50%.
*The attack damage seems to have stayed the same.
class_multiplier*(class_attribute - 20) + weapon_damage_bonus * (weapon_damage + jewelry_damage + buff_damage) + paren_damage
weapon_damage_bonus: buffs like berserk, overwhelming strength. additive.
paren_dmg: damage in parens at the top of the weapon.
Still haven't added in the Attack Damage buffs (Fulminating) or how weapon gems affect things. I don't think they changed anything here.
*Critical Chance, Evade Chance, Critical Damage: Working on formulas for these now. Anymore have data/formulas for them yet?
Spell Changes/Notes:
*Only Blockable at 100%: Disable Limb, Disabling, Deafening Roar, Threat, Challenging Roar*, Obfuscate, Ambush, Sudden Strike, Distracting Shot, Shield Pierce, Will Domain, Silence, Curse, Blindness, Clumsiness, Slow, Petrify Hands, Laziness, Fragility, Infuriate, Sadistic Guard, Cremate, Elemental Exposure, Finger Crush, Challenge, Feint, War Confidence* (Why do Challenging Roar / War Confidence have this modifier? They are buffs.)
*Only resistable at 100%: Sadistic Guard, Cremate, War Confidence
*Challenging Roar: Is a hit chance buff again. Wasn't it a critical damage buff a few days ago?
*Rapid Shot: -50% hit chance -> -50% crit damage
*Duelist: hit chance -> critical chance (+5% to +25% (multiplier)). This corresponds to multipliers of 1.05 to 1.25.
*Adaptability: Unchanged at +200% critical chance. Works as expected.
*Hinder: Hit Chance debuff -> Damage bonus: -2%, 4%, 6%, 8%, 10%. Only blockable at 100%
*Eagles Eye: Still is a hit chance buff
*Point Shot: Unchanged. Critical Chance +25% (percentage points) @ level 5. This seems a bit wierd, not getting the values I expect. Critical chance changes from 4.89% to 30.34%. This is a change of 25.4 percentage points. Is this expected? Is there some multiplier in the crit chance formula that I' missing? Nothing else was skilled or equipped except for the bow. Can someone confirm this oddity?
*Spell Elude: +20%, 50%, 90%, 140%, 200% spell resist
*Evasive Tactics: hit chance debuff -> damage bonus -2,3,6,7,8%
*Curse: Damage Bonus: -2%, 4%, 6%, 8%, 10%, Critical Chance: -10%, 15%, 20%, 25%, 30%. Only blockable at 100%. Same duration / cd (60 s, 20 s)
*Bless: Still the same with hit chance / spell focus?
*Protection Dome: Absolute spell resist +3%, 6%, 10%, 16%, 25%. Caster movement debuff -25% Duration 20, Cooldown 90. Those are percentage points. I.E. At level 5, your spell resist might change from 5% to 30%. It does affect the caster.
*Sadistic Guard: Unchanged. -10, -20, -30, -40, -50 spell resist. Only unblockable at 100%. Can you explain how this works? The debuff does not act as a multiplicative or subtractive debuff. A hunter buffed with Spell Elude to get 10.12% spell resist. I cast Sadistic Guard 1 (-10 spell resist) and their spell resist chance went to 0. It seems there is no need to ever take this spell above level 1.
*Focus: Has a spell focus bonus, does it do anything?
*Trained Eye: Still has hit chance bonus.
*Challenge: Spell Resist -25%, -40%, -55%, -70%, -100%. Concentration -10, -15, -20, -25, -30. Only blockable at 100%
*Taunt: No change. Why does this not have "only blockable at 100%". Also, making this castable on guards would be interesting, allowing knights to take aggro for warrior/archer guards and protecting others from damage.
*Precise Block: Duration: 4,5,6,7,9. Cooldown 45 s. Mana: 90, 110, 140, 170, 200.
*Defensive Support: Movement speed shows as 89% instead of 90%. Most likely a floating point issue, just round the result before displaying and it should be fine.
Ludwig Von Mises
04-19-2015, 05:46 AM
- Challenge: Opponent Hit Chance changed to Opponent Spell Resistance -25%/-40%/-55%/-70%/-100%. Added Opponent Concentration -10%/-15%/-20%/-25%/-30% Duration changed to 5/5/10/10/15.
This spell seems to be another useless spell which knights will only use to dismount opponents or for a more nerfed and limited extent now to keep mana hp down on other knights etc.
Original challenge level 1 lasted 20 seconds and it was kind of a useless spell to use on other classes. The only use it had was to dismount and to make it harder for your opponent to regenerate mana and hp. That, right there, was the only use which has nothing to do with reduce hit chance. xD
Now the new update at amun with the -% spell resistance and concentration at level 1 which is only 5 seconds is just crap. Imagen chasing a mag down you cast it, it last 5 seconds and by the time you get anywhere close to the mag it wears off? Maybe the only affect it may have is to skill it at level 5 which very few knights will do and seems like a waste of skill points. Even at level 5 its 15 seconds. Imagen running after a mage they cast pricky ivy or tornado on you and by the time you run after it again your spell wears off? Pffs.. Thats what i call a useless spell and a waste of skill points.
In my opinion the best use for this spell is to make it a speed reduction spell, like level 1: -5% speed reduction, level 2: -7% speed reduction, level -9% speed reduction, level 4: -12% speed reduction, level 5 -14% speed reduction. Either that, or leave it as it was before, is my opinion.
Questions / Comments:
*It seems that crit damage has been lowered slighly since last week. Can NGD confirm this? Also, I'd like to see some tests from boss jeweled players. How hard are you hitting now?
Critical damage has been reverted to what it was before. Crit_DMG = (1+1/3)*Normal_DMG. I think it is also stated on the character sheet, when you hover mouse over there.
*It seems that the majority of non-damaging spells have the "only blockable at 100%". Why do the following spells not have the modifier? Death Sentence, Sticky Touch, Taunt, Confuse, Darkness, Howl, Freeze. Can you also explain precisely what this does? The spell is only blockable if the knight casts precise block?
*All single target knocks (Ambush, Will Domain, Feint) except Kick have the "only blockable at 100%" Seems a bit unfair to barbs. I guess it's based on the non-damaging condition.
*Why does War Confidence have the "only blockable at 100%" and "only resistable at 100%"? Amusing at least :P Also, can you change this to be like an aura? It's annoying when it interrupts spell casts (old bug).
I have the same question. I haven't completely understood what "only blockable/resistable at 100%" etc means.
*Does hit chance/spell focus still exist in code? Your initial post made it sound like hit chance was eliminated. The following spells still have hit chance / spell focus modifiers: Challenging Roar, Eagle's Eye, Resurect, Bless, Sadistic Guard, Trained Eye.
*Since this update is focusing on RNG, can we get some information about the mechanics of Miss Chance? It's very few spells, maybe even remove miss chance spells?
If I am not mistaken both HC and Spell Focus are considered 100% for all toons. And this is the reason why now we have absolute % of evasion, spell resistance, block in our character sheet.
Some spells haven't changed yet. NGD will change them as patch goes on, I guess.
Considering Miss Chance, I think it dates back to beta times. Must be caused by some part of code that still exists in the calculation routine.
*Aventurines have been convered to Crit Chance bonuses. A +17 hit chance was converted to 3.4% crit chance. gem_crit_chance = 2*gem_hit_chance. Anyone can confirm this?
They used a formula like gem_crit_chance (in %) = gem_hit_chance / 5. Although it seems not being exactly applied to all HC bonus i had in my equipment.
*The attack damage seems to have stayed the same.
class_multiplier*(class_attribute - 20) + weapon_damage_bonus * (weapon_damage + jewelry_damage + buff_damage) + paren_damage
weapon_damage_bonus: buffs like berserk, overwhelming strength. additive.
paren_dmg: damage in parens at the top of the weapon.
Still haven't added in the Attack Damage buffs (Fulminating) or how weapon gems affect things. I don't think they changed anything here.
This hasn't changed.
*Critical Chance, Evade Chance, Critical Damage: Working on formulas for these now. Anymore have data/formulas for them yet?
I wouldn't try to get the new formulas, since we are still in dev stage. Better first wait for patch on live servers.
*Point Shot: Unchanged. Critical Chance +25% (percentage points) @ level 5. This seems a bit wierd, not getting the values I expect. Critical chance changes from 4.89% to 30.34%. This is a change of 25.4 percentage points. Is this expected? Is there some multiplier in the crit chance formula that I' missing? Nothing else was skilled or equipped except for the bow. Can someone confirm this oddity?
Point Shot seems to be the only spell providing absolute critical chance. I am not sure if this is intended or not, though. I think i was getting exactly +25%. I ll check it again.
*Defensive Support: Movement speed shows as 89% instead of 90%. Most likely a floating point issue, just round the result before displaying and it should be fine.
Yes, there must be a floating point issue with movement speed atm. I guess NGD will fix it, and I hope, to also translate it to "meters per second".
Best,
Kyrenis
04-19-2015, 08:31 AM
*Bug: Character sheet shows movement speed dropping to 60% at the moment the character attacks, then back up to 100%. Someone can confirm on Barb/Knight?
A few years ago I noticed if I was constantly using normals against a fleeing enemy, they would eventually be out of my attack range without using any movement speed buffs/debuffs.
I always thought I was just imagining it/making excuses but I guess this proves that melee normal hits do in fact slow you down.
-Mongoose-
04-19-2015, 12:08 PM
Additional Information.
Please verify the following if you have time:
Spell Resist = (Int/50 + Const/50 + Level/40)*spell_resist_multiplier
spell_resist_multiplier: Protection dome, Spell Elude, Challenge. Stacks in an additive manner.
Spell focus rings do nothing.
SOTW will overwrite this formula and set spell resist = 100%.
Critical Chance = [(Conc - 30)/10 + absolute_critical_bonus] * critical_chance_multiplier
absolute_critical_bonus: Only comes from Point Shot. This seems buggy.
critical_chance_bonus: Bonus on weapons, Duelist, Adaptability, etc. Additive.
Example: Buff Adaptability5(+200%) and weapon has 1.6%. critical_chance_bonus = 1+2+0.016=3.016
This formula fits my collect data very well with less than 0.5% on all data points. The only exception is if the character has necro. Simply using the debuffed Conc value does not work. Additionally, it's odd that there is no level dependence, when the description suggests that there is such a dependence. I tested characters in the range 4-60 though, and didn't see any level dependence.
Evade Chance = [(Dex - 60)/15 + Level/25 + 2/3*item_evade_chance]*evade_multiplier
item_evade_chance: Bonuses on items / rings, etc.
evade_multiplier: dodge, cat reflexes. Additive.
Escapist will overwrite this formula and set Evade Chance = 100%.
This formula gave me the most difficulty. The other two formulas would perfectly match under most circumstances. This formula gives me error between -4% to +3% percentage points. I'm hoping this is just because the /15 is giving nasty floating point issues, but the spread seems a little too much.
Bug: There is a math/floating point error somewhere in the evade chance calculation. Conditions: Dex=90, Level=51, No buffs, No bonus crit chance on items. Evade chance is shown as 3%. With 89 dex, evade=3.93. With 92 dex, evade=4.32. My formula predicts a theoretical value of 4.04%. There is some weird truncation going on.
Other stuff:
*Crit damage: Lawz is completely right, it's just 1.33 times attack damage.
*Hit Chance -> Crit Conversion: Lawz is right again. I forgot to divide by 10...
*Evasive tactics damage debuffs works as attack_damage / (1 + damage_bonus).
*Spell focus on staves is useless now? NGD should update this to a useful stat for mages.
Hayir
04-19-2015, 02:12 PM
This spell seems be another useless spell which knights will only use to dismount opponents or for a more nerfed and limited extent now to keep mana hp down on other knights etc.
Original challenge level 1 lasted 20 seconds and it was kind of a useless spell to use on other classes. The only use it had was to dismount and to make it harder for your opponent to regenerate mana and hp. That right there was the only use which has nothing to do with reduce hit chance. xD
Now the new update at amun with the -% spell resistance and concentration at level 1 which is only 5 seconds is just crap. Imagen chasing a mag down you cast it, it last 5 seconds and by the time you get anywhere close to the mag it wears off? Maybe the only affect it may have is to skill it at level 5 which very few knights will do and seems like a waste of skill points. Even at level 5 its 15 seconds. Imagen running after a mage they cast pricky ivy or tornado on you and by the time you run after it again your spell wears off? Pffs.. Thats what i call a useless spell and a waste of skill points.
In my opinion the best use for this spell is to make it a speed reduction spell, like level 1: -5% speed reduction, level 2: -7% speed reduction, level -9% speed reduction, level 4: -12% speed reduction, level 5 -14% speed reduction. Either that, or leave it as it was before, is my opinion.
I haven't tested this, just a theory:
The new challenge might counter Sotw if casted before.
I don't know though how the calculation works since i haven't tested it, if the absolute value from sotw "overwrites" challenges debuff.
-Mongoose-
04-19-2015, 04:29 PM
I haven't tested this, just a theory:
The new challenge might counter Sotw if casted before.
I don't know though how the calculation works since i haven't tested it, if the absolute value from sotw "overwrites" challenges debuff.
Good idea to test! The absolute spell resist from SOTW, does in fact overwrite the -100% from challenge.
Challenge(5)
Sotw(5)
Intimidate -> Resisted.
Intimidate -> Resisted.
Spell Resist drops to 0% after the challenge, and goes up to 100% when SOTW is cast.
I tested a similar scenario with Spell Elude(5) [+200% Spell Resist]. These buffs stack in an additive manner. Thus Challenge5 + Spell Elude5 results in a +100% multiplier. The archer will have 2x of their base spell resist. The casting sequence of spells does not affect the final spell resist.
Good idea to test! The absolute spell resist from SOTW, does in fact overwrite the -100% from challenge.
Challenge(5)
Sotw(5)
Intimidate -> Resisted.
Intimidate -> Resisted.
Spell Resist drops to 0% after the challenge, and goes up to 100% when SOTW is cast.
I tested a similar scenario with Spell Elude(5) [+200% Spell Resist]. These buffs stack in an additive manner. Thus Challenge5 + Spell Elude5 results in a +100% multiplier. The archer will have 2x of their base spell resist. The casting sequence of spells does not affect the final spell resist.
That was always like that. Defensive absolute spells have priority over the Offensive ones.
By translating from the corresponding spanish thread, Adrian said that a new "more polished" patch will be soon on. Already downloaded a patch of ~10 MB, but still Amun is off (since yesterday afaik).
Moreover, from a post of Frosk in a spanish thread, I read that a modification will be introduced on alsius boats. Alsius will be able to use them only when they are out-of-combat mode or a casting-time will be introduced. We have to wait for an official changelog on that....
Brace yourself for a new round of tests. :~
Best,
Frosk
04-24-2015, 09:23 PM
New version uploaded at Amun!
Gameplay - System:
- Removed: Offensive Wall Camps.
- 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. We would like to thank user Dimitriu for this suggestion, as we adopted this feature from one of his posts.
Gameplay - Interface:
- Added: Character Sheet now allows to expand attributes to see: Health and Mana Regeneration, Movement Speed, Combat Range and Casting Speed Bonus.
- Modified: Basic Critical Chance given by items depending on its quality and material raised.
- Added: When damage is reflected, now it's shown in the Combat Log after the spell or hit damage as "Reflected [X damage]" or "R[X]" if shortened combat log option is on.
Gameplay - Skills:
- Fixed: Retaliation now reflects spell damage.
- Retaliation: Cooldown changed to 30 seconds. Mana cost changed to 120/140/160/180/200.
- Eagle's Eyes: Hit Chance changed to Opponent Evade Chance: -10%/-15%/-20%/-25%/-35%.
- Point Shot: Hit Chance changed to: 130%/140%/150%/160%/180%. Added Attack Range: -30%/-25%/-20%/-10%/-0%.
- Threat: Miss Chance changed to Opponent Evasion Chance: 20%/30%/40%/60%/80%.
- Challenging Roar: Hit Chance changed to Casting Speed: 10%/15%/20%/25%/30%. In level 5 adds Spell Resistance 50%. Duration changed to 40 seconds. Cooldown changed to 120 seconds.
- Blindness: Miss Chance changed to Opponent Evasion Chance: 50%. Duration changed to 10/15/20/25/30 seconds.
- Bless: Hit Chance and Spell Focus changed to Casting Speed and Attack Speed: 5%/5%/7%/7%/10%. Duration changed to 30/60/90/120/150 seconds. Cooldown changed to 15 seconds.
- Petrify Hands: Hit Chance changed to Critical Chance.
- Sadistic Guards: Spell Resistance changed to -30%/-40%/-50%/-70%/-100%. Duration changed to 60/55/45/35/30 seconds. Mana cost changed to 140/155/160/175/190.
- Resurrect: Removed Hit Chance.
- Shifting Silhouette: Opponent Miss Chance changed to Evade Chance: 15%/30%/45%/60%/100%. At level 5, gives -10% Ranged Received Damage. Cooldown changed to 80 seconds. Cast on self only. Mana cost changed to 220/260/300/340/380.
- Focus: Spell Focus changed to Opponent Spell Resistance -25%/-30%/-35%/-40%/-50%.
- Sprint: Movement Speed changed to: 15%/20%/25%/30%/35%. Added Absolute Spell Resistance from level 3: 15%/30%/60%. Duration changed to 8/8/6/6/6. Cooldown changed to 60 sec. Mana cost changed to 100/120/140/160/180.
mind-trick
04-24-2015, 09:33 PM
- Sprint: Movement Speed changed to: 15%/20%/25%/30%/35%. Added Absolute Spell Resistance from level 3: 15%/30%/60%. Duration changed to 8/8/6/6/6. Cooldown changed to 60 sec. Mana cost changed to 100/120/140/160/180.
why is this necessary? i dont think nerfing their overall movement is a good idea, especially not if they become Sonic for only 6 seconds with a 1 min cd. in the long run it wouldnt be good, as mind push would basically not stop any barb with spring
mind-trick
04-24-2015, 09:51 PM
ok... i tested spring on amun a couple times. it was ridiculous how slow barbs are now..
godismyjudge
04-24-2015, 09:55 PM
Why remove Miss chance from Thread? Miss chance was quite a nice feature, not much used and if used, it was quite a low chance to trigger it, but one advantage of it was, that it worked on both normal hits and spells.
Challenging Roar will now allow barb to use fulmi for areas.
Retaliation now reflects spell damage .. it always did.
Iheartpancakes
04-24-2015, 09:56 PM
- Bless: Hit Chance and Spell Focus changed to Casting Speed and Attack Speed: 5%/5%/7%/7%/10%. Duration changed to 30/60/90/120/150 seconds. Cooldown changed to 15 seconds.
Everything looks pretty good, except this. Barb attack speed is already crazy as hell. I wouldn't like to see a permanent 10% as increase (yes it would be permanent with this spell) while dual wielding is OP as balls. We're basically looking at insta-death here.
Raindance
04-24-2015, 10:00 PM
why is this necessary? i dont think nerfing their overall movement is a good idea, especially not if they become Sonic for only 6 seconds with a 1 min cd. in the long run it wouldnt be good, as mind push would basically not stop any barb with spring
It actually seems like an interesting change to me, since the duration actually drops the higher the level, so it doesn't have to have 5 points wasted on necessarily.
Everything looks pretty good, except this. Barb attack speed is already crazy as hell. I wouldn't like to see a permanent 10% as increase (yes it would be permanent with this spell) while dual wielding is OP as balls. We're basically looking at insta-death here.
I kinda agree, maybe just leave casting speed and only 5% attack speed? Not every barb has 7% attack speed gems. :)
Something like this:
- Bless: Hit Chance and Spell Focus changed to Casting Speed 5%/5%/7%/7%/10% and Attack Speed: - / - / - /3%/5%. Duration changed to 30/60/90/120/150 seconds. Cooldown changed to 15 seconds.
Or, just make it into a critical hit chance spell.
MDpro
04-24-2015, 10:13 PM
- Bless: Hit Chance and Spell Focus changed to Casting Speed and Attack Speed: 5%/5%/7%/7%/10%. Duration changed to 30/60/90/120/150 seconds. Cooldown changed to 15 seconds.
No! :eek:
Or, just make it into a critical hit chance spell.
^This is a better idea.
- Retaliation: Cooldown changed to 30 seconds. Mana cost changed to 120/140/160/180/200.
I agree that the cooldown should be longer than it currently is... but those mana costs are a little bit too much for that spell.
- 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. We would like to thank user Dimitriu for this suggestion, as we adopted this feature from one of his posts.
Good idea. :D :thumb_up:
- Added: When damage is reflected, now it's shown in the Combat Log after the spell or hit damage as "Reflected [X damage]" or "R[X]" if shortened combat log option is on.
Finally! :thumb_up:
Slartibartfast
04-24-2015, 10:15 PM
Everything looks pretty good, except this. Barb attack speed is already crazy as hell. I wouldn't like to see a permanent 10% as increase (yes it would be permanent with this spell) while dual wielding is OP as balls. We're basically looking at insta-death here.
Absolutelly agree with this.
- Sprint: Movement Speed changed to: 15%/20%/25%/30%/35%.
This is ridiculous. Buffing barb speed from 25% to 35% while you badly nerfed lock's slow. Not to mention buffed barb roar range.
C'mon, what are you doing?
Should we all drop our mage classes and start playing barbs?
mind-trick
04-24-2015, 10:19 PM
Absolutelly agree with this.
This is ridiculous. Buffing barb speed from 25% to 35% while you badly nerfed lock's slow. Not to mention buffed barb roar range.
C'mon, what are you doing?
Should we all drop our mage classes and start playing barbs?
did you read it further? :p
cooldown of spring is increased by 40 seconds. RIP barbs, they are underpowered.
Slartibartfast
04-24-2015, 10:24 PM
did you read it further? :p
cooldown of spring is increased by 40 seconds. RIP barbs, they are underpowered.
This speed burst is enough for them to be totally unstoppable. Also, you may say that 100% spring is ok too if cooldown is 3 min. But, it's not.
Wrong choice of words: not totally unstoppable, but to reach any of slow classes, such as locks and conjus.
Hayir
04-24-2015, 10:29 PM
Since you seem to do quite a lot spell changes with this update, i would like to suggest a change to ethereal mantle. Especially since you announced to change it already in version 1.10.9.
Ethereal Mantle:
The knight can shield one ally against any spells
Type: Constant
Duration: 1,2,3,4,5
Mana cost: 150,185,225,260,300
Cooldown: 100
Cast: instant
GCD: Very Short
Absolute Spell resistance +100%
(could aswell be evade chance or even both)
or this: (first one fits more to this update though)
http://www.championsofregnum.com/forum/showthread.php?p=1772759#post1772759
Most important, old bubble animation!
MDpro
04-24-2015, 10:43 PM
Wrong choice of words: not totally unstoppable, but to reach any of slow classes, such as locks and conjus.
That extra 10% will be enough to catch archers too I think. At least if they're going to give barbs an increase in speed, they should chose a spell like either roar, UM, or intimidate to be not useable while spring is active. Just my opinion though. :smile:
Iheartpancakes
04-24-2015, 10:51 PM
Since you seem to do quite a lot spell changes with this update, i would like to suggest a change to ethereal mantle. Especially since you announced to change it already in version 1.10.9.
Ethereal Mantle:
The knight can shield one ally against any spells
Type: Constant
Duration: 1,2,3,4,5
Mana cost: 150,185,225,260,300
Cooldown: 100
Cast: instant
GCD: Very Short
Absolute Spell resistance +100%
(could aswell be evade chance or even both)
or this: (first one fits more to this update though)
http://www.championsofregnum.com/forum/showthread.php?p=1772759#post1772759
Most important, old bubble animation!
Ethereal Mantle is useless as it stands. This suggestion, with the high cd, decent mana cost, short duration but useful function, this could be a really interesting spell. I actually like it. +10
halvdan
04-24-2015, 10:56 PM
This speed burst is enough for them to be totally unstoppable. Also, you may say that 100% spring is ok too if cooldown is 3 min. But, it's not.
Wrong choice of words: not totally unstoppable, but to reach any of slow classes, such as locks and conjus.
I think much more fun will be that +60% absolute resist chance on spring.
Just imagine, rushing barb with UM, no CC will work - and mind push will be resisted often due to that 60% absolute resist chance.
Yay, I really wouldn't love to be a mage if this happens :D
Takeyo
04-24-2015, 11:27 PM
For all of my tests, the different resist/evasion mechanics seem to be working as intended both in the short run and the long run. Well done!
There is just one concern with regard to the proposed crit. chance calculation. I realize that very few players use the Staff Mastery discipline, and those who do use it rarely try to play competitively. However, I have always used staff mastery as my primary damage source, and I have been able to play very competitively too. For me, the most important contributing factor in making Staff Mastery viable was crit. chance. By searching long and hard, I was able to procure many items with high hit chance boosts, and was able to use them to boost my crit. chance to the point that critical hits were occurring quite often. This helped to offset the intrinsically low damage output of staves. With the proposed new crit. calculation system, it will no longer be possible to build a reasonable level of crit. chance on a mage.
I understand that this side-effect is probably intentional, but it will be difficult to find a way to make my build viable again. Since my particular situation is so very niche, I would be remiss not to bring up this concern as it may well have been overlooked.
Thanks again for all of your hard work! :thumb:
Iheartpancakes
04-25-2015, 12:50 AM
Just imagine, rushing barb with UM, no CC will work - and mind push will be resisted often due to that 60% absolute resist chance.
Yay, I really wouldn't love to be a mage if this happens :D
I will have nightmares about this for the rest of my life. Thank you for making it look so graphic :'(
OT: Remove the 60% absolute resist chance, please. You've nerfed slow spells, which was the only way to keep a rushing UM barb off our backs, now you give them super speed and invulnerability to CCs? This isn't a good idea.
Slartibartfast
04-25-2015, 12:55 AM
and mind push will be resisted often due to that 60% absolute resist chance.
Mind push was screwed in last "balance" update when roar range was increased to the same as mind push. All I see is warlock wagon going downhill, without any intention to brake.
Kyrenis
04-25-2015, 12:59 AM
Mind push was screwed in last "balance" update when roar range was increased to the same as mind push. All I see is warlock wagon going downhill, without any intention to brake.
I'm almost positive they haven't touched roar range. Barbs have always been able to roar a mage that casted mind push, it is just easier now that mind push takes away less movement speed than before.
Slartibartfast
04-25-2015, 01:20 AM
I'm almost positive they haven't touched roar range. Barbs have always been able to roar a mage that casted mind push, it is just easier now that mind push takes away less movement speed than before.
You are right, I checked changelog. And you're right again why mind push became less effective against roar.
Iheartpancakes
04-25-2015, 01:23 AM
I'm almost positive they haven't touched roar range. Barbs have always been able to roar a mage that casted mind push, it is just easier now that mind push takes away less movement speed than before.
I think you're right. Mind push used to be so strong it would seem like barbs came to a halt, giving locks time to run off before getting hit by roar. MP probably was too op tbh, but nerfing slow as well doesn't help. I'd like to see that spell returned to its former glory at least. It's not like it can't be dispelled after all.
crownapollo
04-25-2015, 01:42 AM
I think you're right. Mind push used to be so strong it would seem like barbs came to a halt, giving locks time to run off before getting hit by roar. MP probably was too op tbh, but nerfing slow as well doesn't help. I'd like to see that spell returned to its former glory at least. It's not like it can't be dispelled after all.
It was not only that mind push was nerfed in that update, but some time around that update the servers started moving slower as well. Now barbs are able to run into mind push and still roar you, since the range is about the same- and the time it takes to cast it on top of the low amount of speed reduction gives them a second before the effect even makes a difference.
Also, has UM been changed in this update? Because sprint is now going to give barbs 60% absolute resist, and they'll be able to cast UM afterward.
It's obvious no one making decisions on their end even understands how this game works (or how the players think it ought to). GGWP, it was nice knowing some of you guys.
-Mongoose-
04-25-2015, 03:00 AM
Some observations / notes:
*Spells that still have Hit Chance: Hawk's Gaze, Trained Eye, Finger Crush
*Miss Chance Spells (Blindness & Threat): First of all, I think you mean for them to be -Enemy Evade Chance. It doesn't make sense for a debuff to help the opponent. Second of all, they do currently don't change Evade Chance at all during a test duel.
*Shifting Silhouette: +Evade Chance. Relative. Won't have a huge effect, which is fine, we don't have enough power points anyways. My evade chance went from 3% to 6% on a level 60 conjurer.
*Challenging Roar: +30% Spell Resist at level 5 only. Relative. The spell resist part is kind of useless. It does not stack with spell resist from Spring. base_spell_resist*spell_resistance_bonus + absolute_spell_resist_chance. On a level 60 barb, I have base 3.36%, with Challenging Roar5, 5.04, with Challenging Roar5 + Spring5, 65.04.
*Movement speed bug on hit on melee: See this post (http://www.championsofregnum.com/forum/showpost.php?p=1829316&postcount=123) for details. Still exists.
*Floating point errors: I don't get the floating point error while casting defensive support anymore. It still exists in Mana Regen & HP Regen? (0.49% and 1.49% instead of 0.5% and 1.5%)
*Frosk dropped a word in the change log. Point Shot was changed to Critical Chance. The values are as he says.
*Retaliation looks like this:
Arcane Missile(5)[24]->Target R[219] Caster Perspective
Caster->Arcane Missile(5)[24] R[219] Target Perspective.
Looks good!
*Boats: I was able to go through while being attack by a mob. No cast time. Doesn't seem to be a change, unless it must be triggered by enemy player attack. Where did you see this change in the Spanish forum, Lawz?
*Spell focus / Hit Chance still exists on items (Staves & Armor)
Other random facts:
Weapon Range:
Spear: 2 m
All other melee weapons: 1 m
Mana Regen:
Mage: 1% / s
Warriors: 1.5% / 2
Sitting: 4% / s
HP Regen:
All: 0.5% / s
Sitting: 1.5% / s
Mana Potion: +200% Mana Regen (Not +100% as the casting bar shows.)
HP Potion: +100% HP Regen
Elixir of Restoration: +100% HP Regen; +200% Mana Regen
Cast Speed: Depends on Concentration. cast_speed_bonus = (Concentration - 70) * 0.1% + item_bonus + arcane_devotion_bonus
Sentan
04-25-2015, 06:58 AM
New version uploaded at Amun!
Gameplay - System:
- Removed: Offensive Wall Camps.
- 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. We would like to thank user Dimitriu for this suggestion, as we adopted this feature from one of his posts.
Any Fort or Castle? Bad idea. Trell is too close to the gate.
And what about Parabolic Shot? Check the description of the spell, pls :P Blindness seems to be more useless than now. The same thing with Threat. Ring of the Earth/Desert Wanderer's Ring sucks even more, gj :P Good nerf.
You should modify spells that affect the concentration (buffs and debuffs).
Some observations / notes:
*Spells that still have Hit Chance: Hawk's Gaze, Trained Eye, Finger Crush
Add "Killer Instinct" on this list. It is a WM marksman spell, still with HC bonus on it.
*Movement speed bug on hit on melee: See this post (http://www.championsofregnum.com/forum/showpost.php?p=1829316&postcount=123) for details. Still exists.
+1.
*Floating point errors: I don't get the floating point error while casting defensive support anymore. It still exists in Mana Regen & HP Regen? (0.49% and 1.49% instead of 0.5% and 1.5%)
+1. I guess they will calibrate it on the next patch. MS floating point error has been corrected on this patch, I think.
*Frosk dropped a word in the change log. Point Shot was changed to Critical Chance. The values are as he says.
Point shot was heavily nerfed moving from absolute crit chance to relative one and adding range malus. It is mentioned on Frosk's changelog though.
*Retaliation looks like this:
Arcane Missile(5)[24]->Target R[219] Caster Perspective
Caster->Arcane Missile(5)[24] R[219] Target Perspective.
Looks good!
Looks REALLY good!
*Boats: I was able to go through while being attack by a mob. No cast time. Doesn't seem to be a change, unless it must be triggered by enemy player attack. Where did you see this change in the Spanish forum, Lawz?
I was searching for it like half hour and meh can't find it. On that post, Frosk said something like that they they will add a cast-time or a non-combat-mode condition in order for Alsius to use boats. He said it will be included on this patch or on an future one.
Cast Speed: Depends on Concentration. cast_speed_bonus = (Concentration - 70) * 0.1% + item_bonus + arcane_devotion_bonus
Gonna test all your formulas after patch goes live. I ll include them on my excel scripts.
Other notes:
- I cried from joy with all these infos on character sheet. The only thing missing from character sheet is "Attack Speed". It can be calculated in "%" or "hits per second". If this is included, then character sheet is completed, imo.
- Bless spell needs a revise, cause it is a bit overpowered imo. Especially the AS bonus of 10%. It will be a bless- & bless-weapon-fest, if this goes live as it is.
- Eve ring crit bonus is still a relative-to-base one. I still expect something more prestigious like a, lower ofc, absolute one. But as I have said on a previous post, either way it is a bit crappy attribute by itself.
- Considering fort respawn on invasion conditions, Alsius have the less advantage cause of smaller map. Maybe, this can be compensated by larger death-cooldown timer? Just throwing an idea here.
Best,
Ludwig Von Mises
04-25-2015, 12:40 PM
Knight:
- Challenge: Opponent Hit Chance changed to Opponent Spell Resistance -25%/-40%/-55%/-70%/-100%. Added Opponent Concentration -10%/-15%/-20%/-25%/-30% Duration changed to 5/5/10/10/15.
You do realize this is almost a completely useless spell as you'v changed it right?
lvl 1 lasts 5 seconds, lvl 2 lasts 5 seconds, lvl 3 lasts 10 seconds, lvl 4 lasts 10 seconds, lvl 5 lasts 15 seconds.
in open field this will be utterly useless against any class including other knights. I'v tested it against other knights as well, many many times and its just crap. It has absolutely no use.
An advice: Make it a speed reduction spell or change it back the way it was.
Hayir
04-25-2015, 01:28 PM
So you have added hp and mana reg to the character sheet, but tbh i don't know what to do with this information.
There are only legendary items which effect those stats. So nothing the majority of player can actually effect at all.
Instead of recycling the same spells with just different -resistance values etc. on all classes you might want to add some
-/+ % hp/mana regen as well.
Also - % Casting speed is a very rare effect (only TM atm?)
Might be an interesting change for challange as an example.
If you add more - % Casting speed for example, spells like brain pierce would also become more interesting (if you actually changed it so the canceled spell goes into cd), creating combos like this. Always been an interesting spell imo, with currently no use.
Hayir
04-25-2015, 02:18 PM
I think much more fun will be that +60% absolute resist chance on spring.
Just imagine, rushing barb with UM, no CC will work - and mind push will be resisted often due to that 60% absolute resist chance.
Yay, I really wouldn't love to be a mage if this happens :D
In an earlier post frosk mentioned this:
"Added: Skill status of "Only blockable / resistable at 100%". This already existed for several skills but was not being mentioned in the tooltip."
Mind Push was included in this as far as i know, did they change it again? If not the resistance from spring won't help against mind push.
I think all control spells with no dmg were included in this.
Zarakaye
04-25-2015, 02:39 PM
The first step of their challenging roadmap is not done yet while they put a deadline for mid-april. A formula combat is not so hard to do one whereas changing, enhance a c++ program... You will never be in time for your roadmap NGD
Ivramartono
04-25-2015, 02:57 PM
The first step of their challenging roadmap is not done yet while they put a deadline for mid-april. A formula combat is not so hard to do one whereas changing, enhance a c++ program... You will never be in time for your roadmap NGD
Those deadlines are estimated.
The first step of their challenging roadmap is not done yet while they put a deadline for mid-april. A formula combat is not so hard to do one whereas changing, enhance a c++ program... You will never be in time for your roadmap NGD
Actually Adrian already commended it on spanish thread. He said that they may be a bit back on time schedule but RNG is a quite major (probably the most major ever) change and worth the time spending. And I actually agree with Adrian on this.
Best,
Zarakaye
04-25-2015, 09:56 PM
Those deadlines are estimated.
you want to means underestimated
-Mongoose-
04-25-2015, 11:21 PM
Question to NGD: Has the new RNG code also been applied to other systems such as item drop rate?
Posting a minor detail here, see photo below.
When you open the character sheet for the first time, the button next to "Attributes" is a "minus" one, instead of a "plus" one which would normally denote the expansion of detailed attributes.
This, however, is fixed after you double-click on it.
Best,
http://s22.postimg.org/e06um7e75/screenshot_2015_04_26_10_38_08.jpg
Candyx
04-26-2015, 01:20 PM
Posting a minor detail here, see photo below.
When you open the character sheet for the first time, the button next to "Attributes" is a "minus" one, instead of a "plus" one which would normally denote the expansion of detailed attributes.
This, however, is fixed after you double-click on it.
Best,
http://s22.postimg.org/e06um7e75/screenshot_2015_04_26_10_38_08.jpg
Also when you click on the plus/minus it then has focus, if you leave the window open and press space it just toggles this button instead of jumping. Fixed by double tapping c
LittleHomer
04-26-2015, 09:10 PM
I miss some mage updates ...:sifflote:
Hayir
04-26-2015, 09:14 PM
I miss some mage updates ...:sifflote:
Shouldn't you as a mage be happy about less resists? Quite a mage update if you ask me.
Candyx
04-26-2015, 11:58 PM
After alot of pvps on amun to try out the new system I have some comments.
1) The work done to the resist mechanics seems to be a success, I've gotten no more than 2 resists in a row and I've only seen 2 in a row a few times.
2) If you want players to test this effectively increase the maximum log length in amun so we can look over more than just one or two PVPs.
3) Barbs are now so OP that they have to make multiple errors in judgement to risk losing a 1 v 1
4) PVPs between archers and mages are still dominated by resists. This *doesnt* mean that a lot of resists happen, just that if you get a resist you are far more likely to lose even without any errors in judgement.
So I have mixed feelings. Great job reworking the resist mechanics. Although to be clear this time was supposed to be spent on fixing the RNG as I understood it, what you've actually done is scrapped the old code and written new code potentially using the same RNG. (and now you're behind schedule but that was expected). Its kind of like asking someone to paint your house and coming back to a mown lawn, the lawn looks great but that's not the job you were supposed to do. That being said the game is now *alot* less rage-quit inducing, so actually more like I asked you to paint the house red and you painted it green.
This brings me to a much bigger question; why are resists part of the game? I get the initial answer will be because of evades, but then why evades? My understanding was it brings and element of randomness to the game, but surely that's covered by the attack damage range and players decisions on what to cast when. A typical resist rate now is ~5% so that should be 1/20 spells. That's a small enough number that some 1 v 1 fights wont have any resists at all. So why not remove them all together? Keep in spells that give resist chance and evade chance etc., but drop this layer of randomness.
Just my 2 cents.
Adrian
04-27-2015, 10:06 AM
When you open the character sheet for the first time, the button next to "Attributes" is a "minus" one, instead of a "plus" one which would normally denote the expansion of detailed attributes.
]
Fixed this and the focusing too.
This brings me to a much bigger question; why are resists part of the game? I get the initial answer will be because of evades, but then why evades? My understanding was it brings and element of randomness to the game, but surely that's covered by the attack damage range and players decisions on what to cast when. A typical resist rate now is ~5% so that should be 1/20 spells. That's a small enough number that some 1 v 1 fights wont have any resists at all. So why not remove them all together? Keep in spells that give resist chance and evade chance etc., but drop this layer of randomness.
The question is not removing resists or not. It is: how will the community react? What if they get angry in big numbers, even if they're wrong in reacting that way? Our job is to make everything work better but also pleasing the community, as it is what keeps the game alive. We have to be careful about this. Maybe removing resists makes the game better, but then again, it's not a question of a better game, but how it is accepted by the ones that keep it alive (leaving the unfounded complaining aside, of course).
Raindance
04-27-2015, 10:15 AM
Add "Killer Instinct" on this list. It is a WM marksman spell, still with HC bonus on it.
Perhaps it's high time to give marksman some more supportive-based spells considering it's the WM tree?
Maybe something like Head of The Pack, except instead of a damage bonus, the player buffs his allies with e.g. -15% ranged received damage?
Maybe someone has a better suggestion, but Killer Instinct needs to be changed for sure. Tired of the spell resistance/critical hit chance spells. Something new would be more beneficial, if that's possible.
ShadowForce
04-27-2015, 01:01 PM
The work done to the resist mechanics seems to be a success, I've gotten no more than 2 resists in a row and I've only seen 2 in a row a few times.
I agree with this, I have yet to see more than 2 resists in a row. Although I would say if resists are to stay, that 2 resists in succesion is still too many. For me though, resists should not be part of the game full stop. This brings us nicely on to your next point:
This brings me to a much bigger question; why are resists part of the game? I get the initial answer will be because of evades, but then why evades? My understanding was it brings and element of randomness to the game, but surely that's covered by the attack damage range and players decisions on what to cast when. A typical resist rate now is ~5% so that should be 1/20 spells. That's a small enough number that some 1 v 1 fights wont have any resists at all. So why not remove them all together? Keep in spells that give resist chance and evade chance etc., but drop this layer of randomness.
Well summarised; I have always been of the opinion similar to what you have mentioned above.
The question is not removing resists or not. It is: how will the community react? What if they get angry in big numbers, even if they're wrong in reacting that way? Our job is to make everything work better but also pleasing the community, as it is what keeps the game alive. We have to be careful about this. Maybe removing resists makes the game better, but then again, it's not a question of a better game, but how it is accepted by the ones that keep it alive (leaving the unfounded complaining aside, of course).
Thanks Adrian, I can relate to this. I also appreciate that a change such as removing resists completely would have an unknown effect on player satisfaction.
I would like to address your logic above, however. There are several scenarios that could happen if you were to remove resists completey, I am going to outline four of these scenarios:
1) Resists are removed completely: All of the players who liked the random aspect of the game leave.
2) Resists are removed completely: All of the players who liked the random aspect of the game learn to like the more definitive gameplay and continue taking part in the game.
3) Resists are not removed: All of the players who dislike the random aspect of the game leave.
4) Resists are not removed: All of the players who dislike the random aspect of the game learn to put up with it and continue taking part in the game.
For me this is a pivotal update in the life of CoR, and it isn't just about what the members of the community would do if resists are removed; it's equally about what the community will feel if they are not.
If the developers are of the opinion that removing resists would create more definitive, skilled and less-frustrating gameplay but do nothing about it I don't know if this is any better.
It would be like designing, building and selling a car. Realising later on several improvements that would make it so much better, but not modifying the car for the release of the next model because: "its an alright car and some people bought that version so we wont improve it".
Candyx
04-27-2015, 01:33 PM
Fixed this and the focusing too.
The question is not removing resists or not. It is: how will the community react? What if they get angry in big numbers, even if they're wrong in reacting that way? Our job is to make everything work better but also pleasing the community, as it is what keeps the game alive. We have to be careful about this. Maybe removing resists makes the game better, but then again, it's not a question of a better game, but how it is accepted by the ones that keep it alive (leaving the unfounded complaining aside, of course).
I seriously meant no complaining, it's 100% natural to take a sideways look at a project this big and realise as you start to work on it grander changes are needed. I was really just highlighting that as something that happened, that probably should have been expected, and that probably was worthwhile (rereading I can see how you might think I'm having a go!). I would much rather NGD set an unachievably optimistic schedule and get as much progress done in the time as possible than do smaller updates with less effort!
You've toyed with in game polls in the past, I'd be interested to see some poll data on how many players want the random (unbuffed) resists. This seems to be what amun is approaching with the 'only blockable at 100%' thing, which is a great step forward IMO.
So a question to Adrian; would you remove all random (unbuffed) resists if more than 50% of users voted for it? (assuming we had a vote)
Second suggestion if resists are to be kept in the game; only allow resistance of the damage from spells, not any effects. So you can resist the damage of meteor but are still dizzy etc..
Adrian
04-27-2015, 01:57 PM
If the developers are of the opinion that removing resists would create more definitive, skilled and less-frustrating gameplay but do nothing about it I don't know if this is any better.
So a question to Adrian; would you remove all random (unbuffed) resists if more than 50% of users voted for it? (assuming we had a vote)
I would remove them if less than 5% of players voted "If you remove random (unbuffed) resists I will quit playing". And we know that's not going to happen. There's something called "exit polls" which is basically knowing the result by trend while conducting a vote. We all know that number would be higher.
I prefer baby-steps. Let's see how this goes and then we can propose new steps to be made. And remember, there are still some adjustments to be made.
Also, please note:
This seems to be what amun is approaching with the 'only blockable at 100%' thing, which is a great step forward IMO.
This is not something new at all. This is already live, in all live servers. We added it to the tooltip, but spells are currently behaving that way. If you don't believe me, test it :P
schachteana
04-27-2015, 02:05 PM
I don't think natural resists are that much of a problem in Regnum, they have always been there and kind of make the gameplay more varying. It was just way too much.
I had a look at all the changes now, and not only is the resist rate more towards fair play, the recent spell changes are awesome. This will be a really good update. All the small changes that are being made. There are still 2000 useless spells around, but it's clear NGD has been working on that and is working on core problems of the game. I like that.
If you ask me, overall discipline and power points need to be decreased and something has to be done against the UM+DI combination in this update, like UM temporarily disabilng DI (and permanent animations for such spells).
Yes, warlock dmg needs to be level-dependant and armor system is unfair blah, but there is no room for it in the upcoming update
Anunnaki
04-27-2015, 02:19 PM
- Sprint: Movement Speed changed to: 15%/20%/25%/30%/35%. Added Absolute Spell Resistance from level 3: 15%/30%/60%. Duration changed to 8/8/6/6/6. Cooldown changed to 60 sec. Mana cost changed to 100/120/140/160/180.
I think making random resist is not good idea, if u can replace it with 100% or replace it with "Resist physical damage" or something else just avoid the random resist. Or even remove this.
Hollow-Ichigo
04-27-2015, 02:32 PM
I don't think natural resists are that much of a problem in Regnum, they have always been there and kind of make the gameplay more varying. It was just way too much.
I had a look at all the changes now, and not only is the resist rate more towards fair play, the recent spell changes are awesome. This will be a really good update. All the small changes that are being made. There are still 2000 useless spells around, but it's clear NGD has been working on that and is working on core problems of the game. I like that.
If you ask me, overall discipline and power points need to be decreased and something has to be done against the UM+DI combination in this update, like UM temporarily disabilng DI (and permanent animations for such spells).
Yes, warlock dmg needs to be level-dependant and armor system is unfair blah, but there is no room for it in the upcoming update
So you want to make more useful spells, while also decreasing DP and PPs? Makes 0 sense. Leave DP and PPs as they are. Make more useful spells, then decide if there should be an increase or decrease.
-Drew
Hollow-Ichigo
04-27-2015, 02:34 PM
I would remove them if less than 5% of players voted "If you remove random (unbuffed) resists I will quit playing". And we know that's not going to happen. There's something called "exit polls" which is basically knowing the result by trend while conducting a vote. We all know that number would be higher.
I prefer baby-steps. Let's see how this goes and then we can propose new steps to be made. And remember, there are still some adjustments to be made.
Since you are in this thread, I must ask. When are archers going to be able to fuse WM bows, and when is retal going to be fixed? You guys have nerfed retal, but it still doesn't work against like half of barb spells (barbs will cast spirit blow. Archer gets full damage and retal is gone), some lock, IIRC, and goes away after an evade.
Also, I forgot to mention. What is with the Point Shot update?
"Point Shot: Hit Chance changed to: 130%/140%/150%/160%/180%. Added Attack Range: -30%/-25%/-20%/-10%/-0%."
Is this written wrong, or is it really the higher you make the spell, the less range that is taken away? This will just encourage more pew-pew marks.
-Drew
Sentan
04-27-2015, 02:46 PM
- Sprint: Movement Speed changed to: 15%/20%/25%/30%/35%. Added Absolute Spell Resistance from level 3: 15%/30%/60%. Duration changed to 8/8/6/6/6. Cooldown changed to 60 sec. Mana cost changed to 100/120/140/160/180.
I think making random resist is not good idea, if u can replace it with 100% or replace it with "Resist physical damage" or something else just avoid the random resist. Or even remove this.
I agree. Another annoying spell like UM (still 90% haha). Instead of absolute spell resistance add something new... for example: movement slowing effects are reduced by 50% or dispels (self) immobilize (pricking ivy, twister, mass prickling ivy, grounding arrow, balestra, ribs breaker) and slow debuffs (slow, hinder, ensnaring arrow, caltrop's arrow, disable limb, mind push, lightning arrow).
Iheartpancakes
04-27-2015, 02:58 PM
add something new... for example: movement slowing effects are reduced by 50% or dispels (self) immobilize (pricking ivy, twister, mass prickling ivy, grounding arrow, balestra, ribs breaker) and slow debuffs (slow, hinder, ensnaring arrow, caltrop's arrow, disable limb, mind push, lightning arrow).
I will destroy you irl if you suggest nerfing slow any further against barbs.
-Aniara-
04-27-2015, 03:32 PM
game mechanic reasons
1. It prevents that first spell cast = auto win.
2. It prevents spell chains prg to macros.
opinion based reasons
1. Having a second plan for when things go wrong makes the game more interesting.
2. Any kind of war/fight has a random part to it, if you cant stand any random element play chess.
That said i like the new update.
/A
halvdan
04-27-2015, 03:38 PM
In my opinion resist were not so bad as people complained.
And honestly, I absolutely disagree with complete removal of resists. It's good that some parameters in RNG were adjusted, so there will be less resists in general, but complete removal will kill fun sooner or later for me.
The game won't be fun for me if every spell I cast will work.
On resists I like that they force me(and players generally) to learn to make right moves in short time if one of my spells gets resisted;
It's like everyone can learn easy to chain spells forever as warlock ; but only really good players can do good if their key spell gets resisted.
Of course sometimes the resist rate was more than insane; but that will be fixed soon obviously.
So basically yes, complete removal of resists would be goodbye for me, most probably.
I can always play chess if I need a fully logical game without resists.
Edit: Someone ninjaed me. Can't agree more with this.
game mechanic reasons
1. Having a second plan for when things go wrong makes the game more interesting.
2. Any kind of war/fight has a random part to it, if you cant stand any random element play chess.
/A
schachteana
04-27-2015, 03:46 PM
So you want to make more useful spells, while also decreasing DP and PPs? Makes 0 sense. Leave DP and PPs as they are. Make more useful spells, then decide if there should be an increase or decrease.
-Drew
um - yes? I do think this does pretty much make sense. The more we have to choose, the greater the variety of spells will be which we see in warzone. Right now, most people primarily have the same setup because we can basically skill whatever we want. But you might be right that those two changes should be treated individually.
Hollow-Ichigo
04-27-2015, 04:27 PM
um - yes? I do think this does pretty much make sense. The more we have to choose, the greater the variety of spells will be which we see in warzone. Right now, most people primarily have the same setup because we can basically skill whatever we want. But you might be right that those two changes should be treated individually.
People have the same setup now because the vast majority of spells aren't worth any points, speaking specifically as a marks.
-Drew
Ivramartono
04-27-2015, 04:35 PM
1. It prevents that first spell cast = auto win.
2. It prevents spell chains prg to macros.
/A
So pathetic it makes no sense. It doesnt always prevent that and you can always modify spell chains and auto win spells.
The amount of resists on amun are minimalistic, that doesnt mean 1 spell = instant-death in, for example, a 5v5 matchup if any resists arent occurred then.
If you are talking about 1v1 pvp, then maybe its true, but its still possible to modify some of the gamebreaking skills, like MS.
Best,
halvdan
04-27-2015, 04:45 PM
Makes no sense. It doesnt always prevent that and you can always modify spell chains and auto win spells.
It makes perfect sense. And you're right, you can always modify chains, but that's one of the things that resists force you to do, to have a second plan if your spell gets resisted.
And also, without resists the problem of autowin spells would be bigger issue.
Actually, your post makes no sense, looks like you didn't even think short about what's written there.
Anyway, my stance is - Reducing frequency of resists is good, but removing them is no-go.
MDpro
04-27-2015, 05:03 PM
Anyway, my stance is - Reducing frequency of resists is good, but removing them is no-go.
My thoughts exactly. ^:thumb_up:
Candyx
04-27-2015, 05:15 PM
This is not something new at all. This is already live, in all live servers. We added it to the tooltip, but spells are currently behaving that way. If you don't believe me, test it :P
Does this actually mean block-able or does it also mean resist-able? This is the spells only blockable at 100% stuff... If it's only resistable at 100% then that means it can't be resisted by anything other than an archer with SOTW or a barb with UM + Spring right?
Sentan
04-27-2015, 05:23 PM
Tell me how stunned or knocked down enemy can still resist any spell or evade an attack? During these CC effects target should have 0% spell resistance, 0% evade chance and 0% block. I thought it has been fixed some years ago. :/
Adrian
04-27-2015, 05:37 PM
Does this actually mean block-able or does it also mean resist-able? This is the spells only blockable at 100% stuff... If it's only resistable at 100% then that means it can't be resisted by anything other than an archer with SOTW or a barb with UM + Spring right?
It is shown in the tooltip. It mentions Only resistable... or Only blockable or both.
Tell me how stunned or knocked down enemy can still resist any spell or evade an attack? During these CC effects target should have 0% spell resistance, 0% evade chance and 0% block. I thought it has been fixed some years ago. :/
It works like that. But, take into account the offsets between combat process and visual animations. CCs last a few seconds and mostly leads to confusions of this type.
Tell me how stunned or knocked down enemy can still resist any spell or evade an attack? During these CC effects target should have 0% spell resistance, 0% evade chance and 0% block. I thought it has been fixed some years ago. :/
The thing is that negating all buffs when stunned or knocked looks OP too me. It was the case for SOTW (when it wasn't 100%), archer was unlucky enough to get knocked under SOTW effect, then the whole effect was negated (0% resist), and it was awful because archer spent a lot of mana and a long cooldown spell (at this time), got bad luck on a resist to a level 1 spell. Losing spell effect + mana + cooldown was a bit too much in this case.
Now, when one is knocked, it doesnt make much sense he can evade hits i agree.
I think a good compromise would be to halve resist/evade/block when knocked or stunned (so one having a 100% resist/evade/block spell effect on him can still benefit of the mana spent and attacked still have higher chance to succeed).
Frosk
04-27-2015, 07:10 PM
Gameplay - System:
- Fixed: Realm Gem interactions were not being properly accounted, causing player to interact more than once.
- Modified: Companions are no longer selectable. This is to avoid accidental clicks during battle.
- Fixed: Player automatic disconnection when not moving was avoided by rotation.
- Fixed: Falling damage was interrupted when changing character or exiting the game, allowing to avoid it.
Gameplay - Spells:
- Sprint: Cooldown changed to 40 seconds. Absolute Spell Resistance changed to Range Received Damage: -30%/-30%/-30%/-60%/-60%. Duration changed to 10 seconds.
- Shifting Silhouette: Added at level 5 Melee Received Damage +10%.
- Killer Instinct: Hit Chance changed to Opponent Evasion Chance: -100%. Added Attack Range +15%. Can only be casted in Fort Wall Walks and high zones of Castles.
Sentan
04-27-2015, 07:25 PM
Gameplay - System:
- Fixed: Falling damage was interrupted when changing character or exiting the game, allowing to avoid it.
Thanks.
Gameplay - Spells:
- Sprint: Cooldown changed to 40 seconds. Absolute Spell Resistance changed to Range Received Damage: -30%/-30%/-30%/-60%/-60%. Duration changed to 10 seconds.
- Shifting Silhouette: Added at level 5 Melee Received Damage +10%.
Good job! :)
- Killer Instinct: Hit Chance changed to Opponent Evasion Chance: -100%. Added Attack Range +15%. Can only be casted in Fort Wall Walks and high zones of Castles.
I'm not sure about Attack Range... 35r, parabolic shot and passive... it's already too much:P
I would suggest something like this: your next 3 attacks have a 100% critical chance; duration 10 seconds, cd 90; ends on move (like PB).
Hollow-Ichigo
04-27-2015, 07:26 PM
It is shown in the tooltip. It mentions Only resistable... or Only blockable or both.
It works like that. But, take into account the offsets between combat process and visual animations. CCs last a few seconds and mostly leads to confusions of this type.
May I get an answer too, por favor
-Drew
ShadowForce
04-27-2015, 07:41 PM
- Fixed: Player automatic disconnection when not moving was avoided by rotation.
Finally no more spinning AFKers at cs.
Could we have some durations and cooldowns listed in the changes that are mentioned please?
Also, lets say the duration is 30 seconds and cooldown is 60 seconds like HotW. It's okay limiting the areas in which the spells can be casted, but what is stopping any player (particularly a boss gear barb) going to the top of the fort, having Killer Instinct cast on him for +15% range, running back down and using this around the door area?
Killer Instinct is activeable with duration 120 s and cooldown 15 s, causing immobilize to the caster.
Tomorrow I am gonna calculate the effect of sprint in longterm. Does the barb now runs faster or slower in longterm?
-60% on ranged damage is too much imo. In practice, for archer it's almost unkiteable considering 10 s sprint and 10 s UM.
Best,
ShadowForce
04-27-2015, 08:12 PM
Killer Instinct is activeable with duration 120 s and cooldown 15 s, causing immobilize to the caster.Best,
Thanks, I don't have WM on my Marks yet so I didn't know its durations. 120 seconds, ample time to make ranged warriors around a fort. Unless it is an aura with an area of effect?
Hayir
04-27-2015, 08:19 PM
Thanks, I don't have WM on my Marks yet so I didn't know its durations. 120 seconds, ample time to make ranged warriors around a fort. Unless it is an aura with an area of effect?
It is a self buff, only for the marks.
pieceofmeat
04-27-2015, 08:38 PM
20 enemies and about half can be conjurers, with this kind of ridicules RvR, the game is bound to keep loosing players.
When babysitting barbs is more rewarding than fighting yourself, something is very wrong.
Its just too easy to impact the game a lot, even you are barely a real player and just buff, help recover and resurrect.
More than 1 conju in 6 players should be quite rare.
I guess lower resist rates will be slight nerf to them at least.
pieceofmeat
04-27-2015, 08:46 PM
Killer Instinct is activeable with duration 120 s and cooldown 15 s, causing immobilize to the caster.
Tomorrow I am gonna calculate the effect of sprint in longterm. Does the barb now runs faster or slower in longterm?
-60% on ranged damage is too much imo. In practice, for archer it's almost unkiteable considering 10 s sprint and 10 s UM.
Best,
Its 8,75% movement speed compared to 10% before and hunters 10,33%.
Ludwig Von Mises
04-27-2015, 08:48 PM
Tell me how stunned or knocked down enemy can still resist any spell or evade an attack? During these CC effects target should have 0% spell resistance, 0% evade chance and 0% block. I thought it has been fixed some years ago. :/
I disagree.
Look at it in terms of real world warfare. When getting knocked down if your skilled enough you have a higher chance of evading, causing random resists, and if your equipped with a shield, using it to block an attack while your down, of course, to a lesser degree then when your standing up.
Logically speaking.
Sentan
04-27-2015, 09:02 PM
It works like that. But, take into account the offsets between combat process and visual animations. CCs last a few seconds and mostly leads to confusions of this type.
Thanks for your reply. I have to do some tests again.
Look at it in terms of real world warfare. When getting knocked down if your skilled enough you have a higher chance of evading, causing random resists, and if your equipped with a shield, using it to block an attack while your down, of course, to a lesser degree then when your standing up.
Logically speaking.
:facepalm3::facepalm3::facepalm3:
ShadowForce
04-27-2015, 09:08 PM
It is a self buff, only for the marks.
I see, I figured it would have benefits to others like most other WM spells.
MDpro
04-27-2015, 09:32 PM
- Modified: Realm walls can be recaptured (only by the defending realm).
Was there something I missed? (I don't feel like going through all 20+ pages of 100 mile long posts to find out). In amun yesterday, a group of greens capped Ignis gate... I stayed hiding inside in camo to see if I could recapture gate, spam-clicked the flag, and nothing happened. Didn't say "Ignis is capturing Ignis great Wall" in my log or anything either. Does the door have to be broken first or something?
Candyx
04-28-2015, 02:28 AM
I disagree.
Look at it in terms of real world warfare. When getting knocked down if your skilled enough you have a higher chance of evading, causing random resists, and if your equipped with a shield, using it to block an attack while your down, of course, to a lesser degree then when your standing up.
Logically speaking.
No matter how annoying or rage inducing regnum is, this post will forever make me smile. Illogical nonsense, but thanks for posting anyway... Going to enjoy this one for a while!
I think the dragon set attributes could use a rework for all classes. But that is another story for another update?
Yes spring was fine.
As ShadowForce and rest above said, spring is on the focus of the two last AMUN RNG patches without anyone even having complained about it.
And after two patches, it is turned into:
1. a burst MS buff (10 / 40 s) if you consider the incredible +35 % MS;
2. quite effective in longterm, 8.33 % instead of 10 % MS as pieceofmeat posted before;
3. including an OP form of Strategic Position (-60 %!! when strategic gives -20 % with malus MS).
I don't like complaining but cmon guys, seriously.
Best,
PS1. I can't enter on AMUN, stucking on the loading screen before toon selection. - Finally entered after long wait.
PS2. After reading the corresponding spanish thread, I found a post of Adrian stating that "barbarian MUST reach the ranged player". I don't fully agree on this, but let's assume that it is legit. Why he has to come with -60% ranged, while archer will have an additional malus dmg from buffing evasive tactics? And what will be happening on close combat conditions like fort wars? Plus, what with the survivability that increases on barbarian escaping (flee) mode, cause of remark (3)? Anyway, my point is that (3) must be removed. Spring should be a burst MS buff with limited (even less than 8.33 % MS) impact on the longterm or vice versa. Anything else added on it (like spell resistance, -ranged receive damage, or whatever else) just makes it unbalanced.
mind-trick
04-28-2015, 07:17 AM
i feel like spring should also have some attack speed malus or dizzy on the barb if anything barbs should be able to reach the enemy. when you combine speed and power it would be to overpowering for the 10 seconds you get out of spring.
their movement speed should be more on a consistent term (e.g passive MS), so mages can still mind push barbs effectively. reaching and killing a ranged will be more possible but it'll take longer with their higher defense and dizzy/lower AS in the longterm
Something is wrong with Killer Instinct. Please confirm (?)
While before skilling it, it does state the "15% attack range", when you skill it, it doesn't give you this buff and it is also not mentioned anymore on spell description.
Check photos below.
Best,
PS. Trained Eye and Finger Crush still need to be corrected. Both are still related to HC bonus/malus.
Before skilling:
http://s27.postimg.org/nx2axsxk3/screenshot_2015_04_28_10_18_41.jpg
After skilling:
http://s14.postimg.org/qmsivj3w1/screenshot_2015_04_28_10_24_06.jpg
Sentan
04-28-2015, 07:47 AM
And what will be happening on close combat conditions like fort wars?
Low profile lvl5 (10 sec == UM) -> SoTW (8 sec) -> Winter Stroke (7 sec) or Grounding Arrow (1-5 sec), Ambush (2-6 sec), Stunning Fist under SoTW (2-6 sec), Dist Shot (4-8 sec) + Ensaring/Caltrop's Arrow/Lightning Arrow/Escapist... still not enough? ;d
But ofc... DI+horn on barb and you are dead anyway.
RIP Warlock Class o/
And I agree with Adrian... "barbarian MUST reach the ranged player"... but this won't happen... barb hits too hard and knight is too tanky :P
halvdan
04-28-2015, 08:02 AM
PS2. After reading the corresponding spanish thread, I found a post of Adrian stating that "barbarian MUST reach the ranged player".
Well, this is the problem then. Could we get explanation why is this necessary?
What makes barbarian so special?
In other words, why should knight not reach the ranged player then? I know it's stupid question, because knights should not be able reach ranged classes, but untill now it was the same for barbarians.
Just look on overal stats of, let's say Barbarian, Knight and Warlock with these changes.
Barb - Outstanding damage. Awesome speed. Mediocre defense.
Knight - Mediocre damage. Lowest speed. Awesome defense.
Warlock - Mediocre damage. Low speed. No defense.
It's very simplifyied comparison I know, and there are many things missing, but I'm sure most people will agree with this. And I'm sure this is not how balance should work.
Anyway, I fail to understand why there are spell changes in RNG update, and more than that, why there are spell changes in spells which were fine (PB, Spring) and noone was asking for that(apart bugs). Kinda dissapointing :/
Sentan
04-28-2015, 08:13 AM
PS2. After reading the corresponding spanish thread, I found a post of Adrian stating that "barbarian MUST reach the ranged player".
They reduced the amount of resists and atm random resist is the only chance for barb to catch and kill ranged class. :P I think in this way, they want to give something to barbarians. But I don't understand why in this case, knight got nothing (except PB nerf >.>). Yeah 20% block chance is cool but still you are slow :P Maybe modify def stance and off stance... -5% mov speed for def and +5% for off. It would be a good compromise. ^^
mind-trick
04-28-2015, 08:20 AM
Well, this is the problem then. Could we get explanation why is this necessary?
What makes barbarian so special?
In other words, why should knight not reach the ranged player then?
because warriors, barbs, are an offensive class? amun isnt final yet.
i know playing warlock gives frustration but damn, these changes are good for locks. less resists right? you shouldnt whine about locks in this thread, do it in other threads :p
Hayir
04-28-2015, 08:21 AM
PS2. After reading the corresponding spanish thread, I found a post of Adrian stating that "barbarian MUST reach the ranged player". I don't fully agree on this, but let's assume that it is legit. Why he has to come with -60% ranged, while archer will have an additional malus dmg from buffing evasive tactics? And what will be happening on close combat conditions like fort wars? Plus, what with the survivability that increases on barbarian escaping (flee) mode, cause of remark (3)? Anyway, my point is that (3) must be removed. Spring should be a burst MS buff with limited (even less than 8.33 % MS) impact on the longterm or vice versa. Anything else added on it (like spell resistance, -ranged receive damage, or whatever else) just makes it unbalanced.
Do you have the whole context of this statement? Did adrian refer to 1v1 situations or RvR? because i don't see how barbs have any trouble reaching their target with proper support (like it should be ?).
And I agree with Adrian... "barbarian MUST reach the ranged player"... but this won't happen... barb hits too hard and knight is too tanky :P
About knights being too tanky, in my opinion the problem is not how tanky knights are, but how easy they can be tanky. In other words the current def stance design is the problem.
This is why we have so many heroes dancing in front of their zerg feeling pro about tanking archer hits.
I think giving def stance a duration could fix this. By this i mean it should still be activable like it is now, so whenever a knight casts def stance he can still deactivate it himself. But it should also deactive itself after a certain period of time. This way a well timed confuse/darkness/dizzy/knock can keep the knight out of def stance.
Do you have the whole context of this statement? Did adrian refer to 1v1 situations or RvR? because i don't see how barbs have any trouble reaching their target with proper support (like it should be ?).
Post is here (http://www.championsofregnum.com/forum/showpost.php?p=1830544&postcount=301). If, by any chance, I am wrong with the translation please all of you (including Adrian) accept my apologies.
About knights being too tanky, in my opinion the problem is not how tanky knights are, but how easy they can be tanky. In other words the current def stance design is the problem.
This is why we have so many heroes dancing in front of their zerg feeling pro about tanking archer hits.
I think giving def stance a duration could fix this. By this i mean it should still be activable like it is now, so whenever a knight casts def stance he can still deactivate it himself. But it should also deactive itself after a certain period of time. This way a well timed confuse/darkness/dizzy/knock can keep the knight out of def stance.
Give def stance a steady mana consumption (in mana points per second) and you ll see how all these champions will disappear from being in front of fort zerg.
Best,
Hayir
04-28-2015, 08:50 AM
Give def stance a steady mana consumption (in mana points per second) and you ll see how all these champions will disappear from being in front of fort zerg.
Best,
That would be too much with all the mana drain around.
Candyx
04-28-2015, 02:31 PM
You realise a bunch of you said stop playing with spells in the RNG update, and are now discussing changes to spells in the RNG update thread right?
For some weird reason it seems that all items I wear on AMUN (armor & arrows & bows' second crit stat) got back the HC stat. It doesn't happen on new boxed items though.
Please confirm (?)
Best,
Adrian
04-28-2015, 05:36 PM
For some weird reason it seems that all items I wear on AMUN (armor & arrows & bows' second crit stat) got back the HC stat. It doesn't happen on new boxed items though.
Please confirm (?)
Best,
Items are brought from official servers as characters are being copied. We will do something to convert them soon. For now we're focused on the system.
Ludwig Von Mises
04-28-2015, 09:51 PM
No matter how annoying or rage inducing regnum is, this post will forever make me smile. Illogical nonsense, but thanks for posting anyway... Going to enjoy this one for a while!
Your issues keep getting more and more apparent as you respond with no logic.
All you say is its illogical with nothing to back it up. Really? Thats nonsense. xD
I know you like to troll but do you have to make it so apparent? :D
Ludwig Von Mises
04-28-2015, 10:00 PM
This is why we have so many heroes dancing in front of their zerg feeling pro about tanking archer hits.
This is like saying: This is why we have archer heroes hitting knights from long range without being teached. Get the picture?
Tanking? Isn't that the point of knights? You act like the knight will last too long getting hit by those boss jeweled archers. A marks would shred a knight to pieces with their atharul arrows. A hunter will kill a knight with break apart and buffing damage spells.
Knights are able to take more hits and last longer then most other classes but they are supposed to, and they will die one on one, but at the same time, they don't have the damage or the speed of barbs, the range or the speed of archers, the range or the spamming spell and overpowering effect of mages. And if knights are dancing too long in the front lines its most likely because they have a conjur on their back, or are using cover.
I think this whole changing spells thing is getting a little out of hand. My opinion.
mind-trick
04-28-2015, 10:12 PM
This is like saying: This is why we have archer heroes hitting knights from long range without being teached. Get the picture?
Tanking? Isn't that the point of knights? You act like the knight will last too long getting hit by those boss jeweled archers. A marks would shred a knight to pieces with their atharul arrows. A hunter will kill a knight with break apart and buffing damage spells.
Knights can last for a while which they are supposed to but they will die one on one. And if knights are dancing too long in the front lines is most likely because they have a conjur on their back, or are using cover.
I think this whole changing spells thing is getting a little out of hand. My opinion.
he is simply stating that its too easy to tank as knight. it should take some effort from the knight and still be as effective as its always been.
playing any class should take some effort imo and i fail to understand that resist should be a part of that. it is told that resists are needed to let players make different approaches with spell chains. well it doesnt have to be that way therefore its not a valid reason. just think of new ways to create different spell choices.
anyway good job reducing amount of fucking resists, thats good enough for now. when will it go to live servers?
Ludwig Von Mises
04-28-2015, 10:42 PM
he is simply stating that its too easy to tank as knight. it should take some effort from the knight and still be as effective as its always been
Thats his opinion.
I don't see it as easy. Maybe with support it could be easier, but not that it is easy, its not. You'v got to time your casting of defencive stance or else you'll end up with darkness, confuse, and dizzy casted on you while your off defensive stance and end up not being able to cast it back on again for a while or by the time your able to cast it again, its too late.
And just so you know a knight can't do much of anything in terms of damage while its on defensive stance. So there is a cost to casting it.
For example, archers, mages, and barbs have some decent defensive buffs, but not as op as knight. However, these archers, mages, and barbs can cast all the spells they want and do all the damage they want while using their defensive buffs.
They can also kill a knight one on one with the knight having defensive stance on the whole time. Their is a cost to it, i hope you understand.
halvdan
04-29-2015, 05:45 AM
he is simply stating that its too easy to tank as knight. it should take some effort from the knight and still be as effective as its always been.
"dancing with knight in front of zerg" is easy if you have zerg, especially if you outnumber your enemy. After all, its too easy to deal damage with barb, or suck mana as mage, heal as conj...whole game is too easy if you have zerg.
Constant mana suck, immobilizes, darkness or confuse, beetle swarm, slow. Those are very effective ways how to disable knight(some of them working even under DI) in comparison with DI-ed barb where other classes can only pray that their CCs will work on UM. Don't think knight defense is a problem in rvr.
well it doesnt have to be that way
whole game doesn't have to be this way. It can be like WoW or DOTA. this isn't valid argument either lol. It is what I like on resists, there is no point to speak what has to be and what has to be not, because nothing has to be necessary 'this way'.
Sentan
04-29-2015, 10:35 AM
Threat is broken... doesn't give any effect... or I just don't understand how it works. :P Description confuses me a bit.
http://i.imgur.com/Hqz6cyt.jpg?1
o.O
http://i.imgur.com/SfCTu6y.jpg?1
Iheartpancakes
04-30-2015, 01:00 AM
"dancing with knight in front of zerg" is easy if you have zerg, especially if you outnumber your enemy
Tell that to Skit. I saw the bastard run from agg to pn limit with 9 alsius on his back. They got bored, went back and continued camping the precious aggersborg.
While this may be true, and funny to behold, Knight defence is fine as it is, and I'm not sure why it was brought up in the first place. It's not "easy" to fend off that many players. You need to cast pb at the right times, alternate between ao1 and kick to get barbs off your back, then back into def stance when feint is on cd. Keep up def support so you have less chance getting CCd. There's quite a lot going on. It's not just running around with a white circle at your feet making you immortal.
As Halv says, zergs help too.
Sentan
04-30-2015, 06:33 PM
I've tested all the new/revamped spells... imo The following skills are still useless or broken:
- Finesse: Opponent Hit Chance changed to Opponent Critical Chance: -10%/-25%/-40%/-60%/-90%. Duration changed to: 10/15/20/25/30.
So here is my suggestion... how to make this spell interesting and useful:
The archer is immune to critical hits. Opponent Critical Chance -100%; Duration: 5, 7, 10, 14, 19, 25s
Don't forget about Threat:P
- Threat: Miss Chance changed to Opponent Evasion Chance: 20%/30%/40%/60%/80%.
Taking the example of Finesse: Opponent Critical Chance -100%; Duration: 5, 10, 15, 20, 25, 30s
- Blindness: Miss Chance changed to Opponent Evasion Chance: 50%. Duration changed to 10/15/20/25/30 seconds.
Add Opponent Critical chance -100% aswell
Eagle's Eyes: Hit Chance changed to Opponent Evade Chance: -10%/-15%/-20%/-25%/-35%
Opponent Evade Chance -10%/-20%/-30%/-40%/-50%
Add Opponent Spell Resistance -10%/-20%/-30%/-40%/-50%
- Petrify Hands: Hit Chance changed to Critical Chance.
Instead of Critical Chance add -%Cast Speed -4%/-8%/-12%/-16%/-20%
- Focus: Spell Focus changed to Opponent Spell Resistance -25%/-30%/-35%/-40%/-50%.
Opponent Spell Resistance -25%/-50%/-75%/-100%/-100% and Cast Speed +15% (only for last lvl)
- Challenge: Opponent Hit Chance changed to Opponent Spell Resistance -25%/-40%/-55%/-70%/-100%. Added Opponent Concentration -10%/-15%/-20%/-25%/-30% Duration changed to 5/5/10/10/15.
Instead of -%Concentration add -%main attribute
****************************************
forgotten spells that should be modified in this patch:
Clumisiness from Enchantments Mage's tree: -10, -15, -20, -25, -30 dexterity; Affects: Single opponent
Area 6; Mov Speed: -2%/-4%/-6%/-8%/-10%; Attack Speed: -2%/-4%/-6%/-8%/-10%; Cast Speed: -2%/-4%/-6%/-8%/-10%
Obfuscate from Long Bows Archer's tree: -10, -15, -20, -25, -30 Concentration; Affects: Single opponent
area 6: Critical Chance: -10%, -20%, -30%, -40%, -50%; Main atrib: -2%, -4%, -6%, -8%, -10%
Metabolic Control from Staff Mastery Mage's tree: +10, +15, +20, +25, +30 Concentration
Add +5%, +7%, +9%, +12%, +15% Critical Chance
Omnipresent from Long Bows Archer's tree: +5, +7, +9, +12, +15 Concentration
Add Opponent Protection -2%, -4%, -6%, -8%, -10% (passive)
Meditation from Short Bows Archer's tree: +10, +15, +20, +25, +30 Concentration
Add Cast Speed +5%, +10%, +15%, +20%, +25%
Sentinel from Tricks Archer's Tree: +1, +2, +3, +4, +5 Dexterity; +5, +7, +9, +12, +15 Concentration
Revamp: -2%, -4%, -6%, -8%, -10% Received Physical Damage; The Archer has a great deal of physical resistance.
What do you think about these changes? :)
Takeyo
04-30-2015, 06:56 PM
The "Blindness" spell, it's an interesting idea and I have played around with it myself, but here's the issue with it, the old miss chance was a real strategic advantage to the mage, but now it only causes reduced evasion chance, not even reduced spell resistance. Reducing enemy evasion makes sense for a spell like this, but what about spell resistance? Additionally, since they are supposedly blinded, they should not be able to hit as effectively as they could before. I understand that the miss chance effect is being removed from the game, so don't get me wrong, but it should include something of similar effect that is still mechanically valid in this release, a reduced attack speed effect, for example.
Sentan
04-30-2015, 06:59 PM
..., since they are supposedly blinded, they should not be able to hit as effectively as they could before.
So maybe... character's next 3x attacks will have 100% chance to miss... doesn't matter if it's normal/crit or spell :) duration 8s; cd 90/80/70/60/50s
<EDIT>
http://www.championsofregnum.com/forum/showpost.php?p=1831006&postcount=3
I hope that it will be jewelry for wm coins (upgradeable o.O) :>
Ludwig Von Mises
04-30-2015, 08:38 PM
Challenge should be made into a movement speed reduction spell. :]
pieceofmeat
05-01-2015, 08:38 AM
<EDIT>
http://www.championsofregnum.com/forum/showpost.php?p=1831006&postcount=3
I hope that it will be jewelry for wm coins (upgradeable o.O) :>
That reward feature has only one purpose and it is to sell wmc boosters.
NGD need to make money, but really rewarding a zerg for sitting in fort etc is ridicules.
Iheartpancakes
05-01-2015, 02:33 PM
NGD need to make money, but really rewarding a zerg for sitting in fort etc is ridicules.
Agreed. Hopefully the reward is based on how much you actually contribute to the fight, not just how long you're there.
Agreed. Hopefully the reward is based on how much you actually contribute to the fight, not just how long you're there.
I would recommend to leave this discussion for a future topic. Besides, as Adrian mentioned in his feedback post, the reward system will be implemented in the future(?). If that's the case, it's too early to speculate anything imo.
I am still worried for spring and bless spells. Expecting the new AMUN patch by mid-week...
Best,
Sentan
05-01-2015, 03:11 PM
I am still worried for spring and bless spells. Expecting the new AMUN patch by mid-week...
Spring is fine but attack speed on bless seems to be too OP (due to dual-wield:P). Imagine a barbarian with 2x rols: 10% as, off hand 5% as+7% as gem, medium sword or fast ignean axe 5%as+7%as gem, +5% as leggs, thirst for blood +15% as and bless +10% -> 64% attack speed lol
off: btw why barb can have two gems while using dual-wield? Is there any sensible argument? :P Add socket to arrows, shields, two-handed weapons and bracelets aswell :P
Candyx
05-01-2015, 03:36 PM
I hope the reward is a fixed number of wmc. Say 5k, divide between all those allies involved. That way the underpopulated realm has a real incentive to return to forts where they are massively outnumbered.
5 Syrtians get 1k each, 25 Alsians get 200 each.
Iheartpancakes
05-01-2015, 03:47 PM
off: btw why barb can have two gems while using dual-wield? Is there any sensible argument? :P Add socket to arrows, shields, two-handed weapons and bracelets aswell :P
Because an offhand constitutes as a weapon, and only weapons may have damage gems. It makes no sense to add damage gems to shields, and +15 damage gems in arrows is too much, hence why the physical and elemental damage is limited to +10 each on them.
Sentan
05-01-2015, 03:51 PM
Because an offhand constitutes as a weapon, and only weapons may have damage gems. It makes no sense to add damage gems to shields, and +15 damage gems in arrows is too much, hence why the physical and elemental damage is limited to +10 each on them.
So what about arrows?
Iheartpancakes
05-01-2015, 03:55 PM
So what about arrows?
As I said already, arrows are limited to +10 damage, but gems can be +15
Sentan
05-01-2015, 03:59 PM
As I said already, arrows are limited to +10 damage, but gems can be +15
Staffs are limited to +25, warrior weapons +20, bows +15, arrows +10. So gems for staffs should be +25 by this way?
Iheartpancakes
05-01-2015, 04:00 PM
Staffs are limited to +25, warrior weapons +20, bows +15, arrows +10. So gems for staffs should be +25 by this way?
Of course not. It's fine to go lower, but exceeding the maximum makes no sense at all.
Sentan
05-01-2015, 04:04 PM
Of course not. It's fine to go lower, but exceeding the maximum makes no sense at all.
So you think that dual-wield is balanced? Compare it with two-handed weapons :P Give enhancement slot to bracelet and shield because they are a part of the armor.
<EDIT>
Yeah, then add enhancement slots. :P
Iheartpancakes
05-01-2015, 04:04 PM
So you think that dual-wield is balanced? Compare it with two-handed weapons :P Give enhancement slot to bracelet and shield because they are a part of the armor.
Aha, I never said it was balanced. I was simply explaining why you can't socket a shield or arrows. I'm not about to get into a debate on balance!
Spring is fine but attack speed on bless seems to be too OP (due to dual-wield:P). Imagine a barbarian with 2x rols: 10% as, off hand 5% as+7% as gem, medium sword or fast ignean axe 5%as+7%as gem, +5% as leggs, thirst for blood +15% as and bless +10% -> 64% attack speed lol
off: btw why barb can have two gems while using dual-wield? Is there any sensible argument? :P Add socket to arrows, shields, two-handed weapons and bracelets aswell :P
Dual-wield was OP since it was introduced, and never really re-balanced. For sure, attack speed / damages balance have to be re-evaluate.
It reminds that Attack Speed isn't displayed in new character sheet on Amun (Casting Speed is). Is it on the roadmap or is there a reason to hide it ?
^ Pointless discussion and ofc off-topic.
To summarize and bring discussion back to topic:
1. Attack speed is the only attribute missing from character sheet. It would be awesome if it can be added. It can be measured in "hits per second".
2. Bless needs a further revision. Specifically, the 10% AS seems unbalanced.
3. Spring may be fine in its MS bonus part. I still have my doubts considering the -range damage reduction part. (Probably, I am the only one still complaining :~)
4. Some spells still need to be fixed. HC part should be removed, others, like Killer Instinct, do not work as they should be.
Best,
Raindance
05-02-2015, 10:49 AM
3. Spring may be fine in its MS bonus part. I still have my doubts considering the -range damage reduction part. (Probably, I am the only one still complaining :~)
Best,
Yes, you'll still do 400 normals, don't worry. :sifflote:
Candyx
05-04-2015, 04:58 PM
Very quick question:
Doesn't a level 11 lock now have the same chance as landing a spell as a lvl 60 lock? Pretty tempting to bring a lvl 11 lock to war for the massive xp!
Iheartpancakes
05-04-2015, 05:05 PM
Very quick question:
Doesn't a level 11 lock now have the same chance as landing a spell as a lvl 60 lock? Pretty tempting to bring a lvl 11 lock to war for the massive xp!
Even 45 at war can be difficult. You're usually the first target for marks because it's a quick kill. Also with a low mana reserve and no skill points for much useful, it's kind of hard to stay in war long enough to kill anything. If your zerg is big enough you can sometimes go unnoticed and level quickly however!
schachteana
05-04-2015, 06:23 PM
Very quick question:
Doesn't a level 11 lock now have the same chance as landing a spell as a lvl 60 lock? Pretty tempting to bring a lvl 11 lock to war for the massive xp!
Yes, I think you got that right.
Seems that instead of making warlocks' dmg spell-dependent, it got even LESS important how much conc/int/staffdmg/level you have. This should be adressed soon
Sentan
05-07-2015, 07:42 PM
When's the patch gonna hit? ^^
<EDIT>
Frosk, thanks for the info and GL! :)
Frosk
05-07-2015, 07:45 PM
When's the patch gonna hit? ^^
We're still adding fixes and improvements to the current version.
As of now, we're working on a uploaded build at Amun, which will be available for the public pretty soon.
Best,
Adrian
05-09-2015, 03:47 PM
Hi everyone! Amun is open to the public again and here are the changes up to 9/5/2015:
Gameplay - System:
- Modified: Each fort has its own camp to be used for resurrections when vulnerating a Realm. Fort camps are approximately at 2:45 from the Wall and 1:15 from the Fort. Castle camps are at 2:00 from the Wall, making them more strategic to have captured.
Aggersborg: x:2371 z:2589
Trelleborg: x:1371 z:2808
Imperia: x:2176 z:2019
Samal: x:3402 z:2400
Menirah: x:3565 z:1464
Shaanarid: x:4274 z:2521
Herbred: x:2933 z:3577
Algaros: x:2038 z:3375
Eferias: x:2935 z:4065
Note: Camps still have no visual props or modified terrain. As soon as their location is confirmed we will do it.
- New: Reward System. Allows to get a reward for holding, recovering, invading or avoiding invasions.
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.
- Modified: Wall Trapdoors can be used by invaders to get out of the realm when the vulneration/invasion ends.
Gameplay - Spells:
Hawk's Gaze: Hit Chance changed to Opponent Evade Chance: -10%/-20%/-30%/-40%/-50%.
Trained Eye: Hit Chance changed to Critical Chance: 10%/30%/50%/70%/100%.
Finger Crush: Hit Chance changed to Attack Speed.
- Fixed: Retaliation doesn't wear off with unsuccessful hits.
- Fixed: Avoiding "Relic Intensity" when picking up a Relic with "Dismount" active.
Client - Sounds:
- Fixed: Ambient sounds sometimes were not being removed. Also, "Desert Wind" sound adjusted to something more tolerable.
Client - Interface:
- Modified: World Map height raised for it to show all forts and castles in default centered view.
This version also includes fixes to several of the changes mentioned in previous changelogs.
Regarding rewards, inactivity is when the player is at least 5 minutes without moving or 10 minutes without getting involved in combat.
Please, post all your comments and errors about the changes of this version! Thank you!
Sentan
05-09-2015, 04:01 PM
- New: Reward System. Allows to get a reward for holding, recovering, invading or avoiding invasions.
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.
Another way to obtain warmaster coins, fine... but what about new rewards? Jewelry, gems, enhancements, war banners... whatever :{ And please, make thorkul and daen rha concentration rings useful :>
Fort camps are approximately at 2:45 from the Wall and 1:15 from the Fort. Castle camps are at 2:00 from the Wall, making them more strategic to have captured.
I like it!
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