View Full Version : Attack Speed after update.
Immune
09-22-2010, 10:23 PM
The formulas for both cast speed and attack speed buffs were changed with the recent update. However, the % was changed for arcane devotion to give it the same affect on lvl 5 as before, but this is not so for attack speed buffs. I would assume that 25% buffs should now be 50% buffs, but that's not the case.
Was this intentional? Or just an oversight? Being "looked into" maybe? I hope it's changed in a hotfix or something...
VandaMan
09-22-2010, 10:34 PM
The formulas for both cast speed and attack speed buffs were changed with the recent update. However, the % was changed for arcane devotion to give it the same affect on lvl 5 as before, but this is not so for attack speed buffs. I would assume that 25% buffs should now be 50% buffs, but that's not the case.
Was this intentional? Or just an oversight? Being "looked into" maybe? I hope it's changed in a hotfix or something...
Should probably be looked at, although I feel I should point out that simply putting double the old values into the new system does not make them equivalent. That only works at +50%, which is now +100%, for rapid shot I think the equivalent value on the new system would be approx. +33%
Gabburtjuh
09-22-2010, 10:39 PM
13% as on a med axe gives me this:
Immune
09-23-2010, 12:18 AM
Should probably be looked at, although I feel I should point out that simply putting double the old values into the new system does not make them equivalent. That only works at +50%, which is now +100%, for rapid shot I think the equivalent value on the new system would be approx. +33%
This affects arcane acceleration and hawk's gaze too... just saying.
Arcane devotion was increased to 100% at lvl 5, which is the equivalent of the previous 50% version. So I assumed the effect of any attack speed increases were halved as well, which would call for doubling their values to receive the same effect as before. If not, well, I have no idea of what values should be used.
Regardless of the actual numbers, they need to be adjusted.
chilko
09-23-2010, 12:33 AM
we didn't improve attack speed bonus spells because we increased attack speed in general for all classes.
Minorian
09-23-2010, 12:35 AM
we didn't improve attack speed bonus spells because we increased attack speed in general for all classes.
but also lowered damage per hit causing DPS to stay the same, so in the end you still need to increase the AS of spells.
chilko
09-23-2010, 01:22 AM
but also lowered damage per hit causing DPS to stay the same, so in the end you still need to increase the AS of spells.
we did not lowered damage in the end
we actually increased damage to form most weapons and a little very slow weapons.
we did increase armor, and now armor factor is different per class so, your DPS is different depending on who you are attacking.
the only damage that we reduced is the minimum damage you make when all of your hit was resisted by the armor.
all of this changes does not imply that we need to increase the effectiveness of attack speed buffs or not.
We think that attack speed is too fast already, specially when using faster weapons (now that they are at least usable).
we will start adding more weapons of varied types at different levels from now on (to provide more customizations)
Immune
09-23-2010, 02:51 AM
we will start adding more weapons of varied types at different levels from now on (to provide more customizations)
Will you also be adding different armors with varying stats? Because right now most classes only have 1 lvl 50 armor type. The only lvl 50 armor for hunters, for example, is beast master armor. Some people may want different resistance ratings against different damage types, but for that they must use lower level armor.
Not to mention that more armor sets would allow for more visual customization, which is just as important as statistical differences to some people.
It would be nice to see different armors (as well as those new weapons you mentioned) with different stats and appearances to give more customization options in how people look and how they fight.
Shwish
09-23-2010, 06:51 AM
Will you also be adding different armors with varying stats? Because right now most classes only have 1 lvl 50 armor type. The only lvl 50 armor for hunters, for example, is beast master armor. Some people may want different resistance ratings against different damage types, but for that they must use lower level armor.
Not to mention that more armor sets would allow for more visual customization, which is just as important as statistical differences to some people.
It would be nice to see different armors (as well as those new weapons you mentioned) with different stats and appearances to give more customization options in how people look and how they fight.
Its been said that the real "Regnum Online" game only starts once you hit level 50 (or when you start being fully active in the warzone). It makes sense to have a wide variety of weapons and armours available to you once you reach the endgame. There should be more activities which can be linked to wars too. Maybe even look into the ability to customize armour pieces which isnt limited to premium users only.
will you also be adding different armors with varying stats? Because right now most classes only have 1 lvl 50 armor type. The only lvl 50 armor for hunters, for example, is beast master armor. Some people may want different resistance ratings against different damage types, but for that they must use lower level armor.
Not to mention that more armor sets would allow for more visual customization, which is just as important as statistical differences to some people.
It would be nice to see different armors (as well as those new weapons you mentioned) with different stats and appearances to give more customization options in how people look and how they fight.
+1.
_______
we will start adding more weapons of varied types at different levels from now on (to provide more customizations)
Sounds nice. I would suggest to add some rare weapons and armors that you can loot during grinding. You shouldn't be able to buy these weapons and armors in the stores.
Shwish
09-23-2010, 08:56 AM
Sounds nice. I would suggest to add some rare weapons and armors that you can loot during grinding. You shouldn't be able to buy these weapons and armors in the stores.
you mean special, magical or epic weapons/armour?
you mean special, magical or epic weapons/armour?
No, I mean completely new weapons. So far you can buy every weapon you can get from monster loot in the store. So I just want some more rare weapons.
No, I mean completely new weapons. So far you can buy every weapon you can get from monster loot in the store. So I just want some more rare weapons.
That would bring even more grinding which would make negative influence on war activity?
Shwish
09-23-2010, 12:00 PM
That would bring even more grinding which would make negative influence on war activity?
but what if they where only attainable through spending some sort of points awarded through killing realm enemies?
this was discussed many times before, its still a really good system that works on many other mmorpg's.
Mashu
09-23-2010, 12:17 PM
I like the idea of making use of the loot and adding more customization to current items.
But this idea is really old and it is called "real crafting system"
By crafting system I mean real crafting discipline with skills etc...
What it could contain
Skills to craft weapon
Skill to disassemble weapon
Skill to repair weapon
Skill to enhance weapon
Skill to build ladder to climb a fort
Skill to make potions from herbs (for mana and hp)
PS. Crafting would cost RP points instead of mana.
but what if they where only attainable through spending some sort of points awarded through killing realm enemies?
this was discussed many times before, its still a really good system that works on many other mmorpg's.
+1
How about using RPs as currency to buy those armors/weapons? Yes I know, it might produce RP whoring, but almost every RO event did same.
Gabburtjuh
09-23-2010, 12:52 PM
we did not lowered damage in the end
Im not complaining, but my hunter is doing 220 normals on a very easy mage atm, with the magn lb, i just like to know how this works without a dmg decrease, since its 180 dmg less, and on a class which armor points value barely changed.
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