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Old 07-23-2010, 10:27 PM   #1
chilko
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Default Balance Update, First real iteration on AMUN!

Hello everyone!

We have been working like crazy.
Everything that we look into has a nastier bug or conceptual problem below .
Here is the latest report of the stuff you can try NOW on AMUN (Only a PART of what we are working on for the upcoming update)

GENERAL COMBAT MECHANICS

Removed fixed iterations for combat and changed to a weapon charge and weapon cool-down time model.

This means:
  • No more waiting for the next swing iteration when engaging into attack range.
  • Almost no more phantom swings (they should only appear on nasty network scenarios)
  • Charge time (which is the time you have to wait standing) depends on weapon's speed.
  • no charge time for warriors (as they can attack while moving)
  • no more cheating attack speed by switching from and to combat mode.

Note: charge time is not definitive yet.

All of this coped with new network code and lag compensation should make all of Regnum feel more real-time for players with all kinds of pings

We also changed from a Casting time to a casting speed model, for both normal attacks and spells.
Arcane devotion has been increased by 2 to cope with this new non-linear model. Other speed altering spells will be adjusted like this soon.
Some bugs with the armors has been fixed so some items will have better protection. Now the tunics also protect the legs.

MAP

Afer over 160 man hours our map editor has revived!!!
We have already uploaded to AMUN a fix to the access of Algaros Fort.
More changes like this are coming to balance (as intended) the distance between certain Forts, Altars in some areas of the War Zone (specially for Alsius)

SPELLS

We have tweaked and changed a lot of spells some Auras changed into Area spells for better server performance and to allow caster more flexibility (now a knight will be able to go and attack after assisting his team-mates)
Many other spells are being changed.
As discussed This is the list Changes to spells so far (more are comming and archers have not been touched yet).

Mages:
  • Silence: Duration reduced to 3 segs and progression of middle level was adjusted.
  • Splinter wall: This power has been changed from Aura to an Area, Now it works as a constant Damage.
  • The damage values and duration have been modified.
  • Time master: Chances added from level 1 to 5 in terms of progresion (70, 75, 80, 90, 100%) and duration (4, 6,
  • 8, 10, 12 seg.).

Conjurer:
  • Major healing: This power has been changed from Aura to an Area, Now it works as a constant healing to the allies in the area when casted.
    Duration of the power has been set at 30 seg.
    Power level progression fom 1 to 5 is: 10, 15, 20, 25, 30 pts.
  • Tremor: Chances have been enhanced from 1 to 5 in terms of progresion (50, 60, 70, 80, 90%) and duration 4, 6, 8, 10, 12 seg.

Warlok:
  • Sultar´s terror: Chances have been added from level 1 to 5 in terms of progresion (50, 60, 70, 80, 90%). Damage bell reduced for Splash damage.
    It's a linear equation of distance from 100% at the target to 35% at the end of the area (this is not new, it just was 100% to 80% before - ridiculous-).
  • Frozen Storm: Enhanced chances from levels 1 to 5 in terms of progresion (50, 60, 70, 80, 90%).

Warriors:
  • Typhoon: Enhanced chances from level 1 to 4 (50, 60, 70, 80%) and reduced at level 5 (90%).
  • Mind squasher: A bug has been corrected that might prevent this spell to work as intended
  • Thunder strike: Adjusted Stun Chances from level 1 to 5 (50, 60, 70, 80, 90%).
  • Martial reflexes: A bug has been corrected that might prevent this spell to work as intended

Knights:
  • Heroic presence: Aura has been reduced to 6 (in RADIUS) mts for performance reasons (before: 10 mts.).
  • Shield wall: This power has been changed from Aura to an Area, Now it works as a buff in a 360° Area. Mana cost reduced in all levels and Cooldown increased
  • Stars shield: This power has been changed from Aura to an Area, Now it works as a buff in a 360° Area. Mana cost reduced in all levels and Cooldown decreased
  • Deflecting barrier: The area has been increased to 360°

Barbarians:
  • Thirst for blood: It can be cast regardless of the weapon round.
  • Rage of the earth: Chance of knock down progression changed from levels 1 to 5 (50, 60, 70, 80, 90%).

AS YOU KNOW: THIS IS A PRELIMINARY VERSION, THINGS MIGHT CHANGE BEFORE WE RELEASE IT
AND THERE IS MORE WORK TO BE DONE (LIKE WITH ARCHERS)


Constructive criticism is the only way to help us make Regnum a better game.
Please it out try out and comment in this thread.

Last edited by Ponter; 07-23-2010 at 10:56 PM.
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Old 07-23-2010, 10:34 PM   #2
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Looking good. Also I like the charge time omit for warriors.
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Old 07-23-2010, 10:36 PM   #3
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This will most probably become the best update in a long, long time.
Thanks NGD.

The only thing I am not totally sure about is the non 100% chance of typhoon and thunder strike on lvl 5, as I don't think the control effects of them are the problem but rather the damage.
I would prefer to have them 100% chance on all levels, and only having the damage and duration increase by level.
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Old 07-23-2010, 11:03 PM   #4
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Very Nice NGD

+1
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Old 07-23-2010, 11:19 PM   #5
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I have a question because I cant test and well, I am not sure how Greater Healing works now.

Is it like a mass regen to those in area, and then you can run away from area and still be affected? (both caster and targets of spell) and I assume that those not in range, will not be affected regardless is they enter the radius after the cast, as its an area now.

Is this correct in how im thinking..or is it different?

And for algaros, so you cant run up the side of the mtn now? Im hoping so.

Time master,..well ity was fine as is..but i guess its not too bad (already had many that resisted it due to cc's like um and defensive stance i think..so it barely worked as is anyways)

Can you look at brain piercing too? some time

the cast speed im not to hot on..but as i havent tried it (though i know the concept change..i have yet to know how this will affect me, statistic wise. math was never my best subject.
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Old 07-23-2010, 11:25 PM   #6
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Quote:
Originally Posted by Kittypretty View Post
I have a question because I cant test and well, I am not sure how Greater Healing works now.

Is it like a mass regen to those in area, and then you can run away from area and still be affected? (both caster and targets of spell) and I assume that those not in range, will not be affected regardless is they enter the radius after the cast, as its an area now.

Is this correct in how im thinking..or is it different?
Right now on amun, you cast it once and everyone within area 10 of you gets a regen for 30 seconds.

So yes you can move away from conjurer after that and you will not lose GH. However if you're out of range of the conjurer when she casts GH you can't simply move closer and get it like GH works now.
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Old 07-23-2010, 11:25 PM   #7
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I just had a look at the knight auras and can say that I think you made an awesome choice!

Now shield wall can be cast as area and deflecting barrier has range again and with these two alone one knight can reduce massive damage from ranged especially. Having these two active again can create a mini ao1 for an entire army ^^ And it's great that shield wall and star shield are now areas because now the 3 aura limit need not apply to them Uber job! It's like you guys finally gave back knights their shields!

One question though, does shield wall and star shield now affect the casting knight as well since they are ae's?


Edited part : I mentioned this before but want to bring it up again. Did you guys do anything to graphics or memory because when I play the live version of Regnum now I have about 10-15 more fps than on the test server. Also on the test server everyone is pink on my screen lol and when there are alot of people in a given area I lose enormous fps, this does not happen in current version however.

And did you guys reduce the spear range? Because I have to be much closer to a monster in order to attack it now, just something i noticed.
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Old 07-23-2010, 11:47 PM   #8
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Quote:
Originally Posted by _Arwen_ View Post
Right now on amun, you cast it once and everyone within area 10 of you gets a regen for 30 seconds.
Does it work as a pre-buff if somebody in range has no damage yet?
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Old 07-23-2010, 11:49 PM   #9
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shield bash also has a fixed range of 2 ()
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Old 07-23-2010, 11:56 PM   #10
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Quote:
Originally Posted by GythaOgg View Post
Does it work as a pre-buff if somebody in range has no damage yet?
It appears to, at least they get the regen ally animation at their feet. I didn't pay attention to see if it started healing them when they got damaged though.

Also, it doesn't work on the caster right now however I believe chilko said this was a bug so it should keep that property as well.
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