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Old 08-13-2010, 09:25 PM   #1
chilko
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Default New Balance Update: Hits/Criticals/Evasion (Stage 6)

Hello guys,

We are finally seeing light at the end of the tunnel
Very exciting changes for this Stage. Please help us test!

General Modifications to the combat system
  • New Critical calculation: We have implemented a more elegant system for calculating chances of critical hits. Critical related spells numbers have been changed for the new system. The new values have been designed to have a BIGGER impact on your chances of critical hits. Critical hit chance is now represented as a % of hits.
  • New Hit chance/Evasion calculation: We have adjusted some values and given more weight to character stats and weapons stats than character level. This means that some spells related to evasion and hit chance will have a stronger effect. Balance to these spells (mostly buffs) will be done at a future stage.
  • Base Evasion chances have been reduced for all classes.
  • Evasion, damage resists and spell resists for normal looking mobs have been decreased


Spells:
  • New Marksmen spell instead of Dead Sentence called Dead Eye: Damage Bonus 10%-30% with a reduction of Attack speed of 20% in every level. Duration: 20 seconds.
  • New Spell for Hunters: Death sentence. Changed for an assist spell for RVR battles. This spell is designed to assist warriors. Increase of melee damage 5% 20%, Cooldown: 30 Seconds
  • Various re-arrangements to the scouting discipline: We removed Track Ally and Track Monster because of the addition of Death Sentence and a new spell.

Map Changes
  • A group of Dwarf engineers have been working on Trelleborg Save. Let’s see if they found a way to stop the camping.
  • More underground activity of unknown origin around Thorkul’s Rage has been dramatically changing the surrounding landscape.

Last edited by niclam; 08-13-2010 at 09:36 PM.
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Old 08-13-2010, 09:35 PM   #2
theotherhiveking
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Im worried about death sentence, mostly its the cooldown, i think it should be 15 or something.

You see, death sentence wasnt really that common even when it buffed 90% of your our army agaisnt and single enemy and the damages where A LOT bigger.

So, now the caster doesnt enjoy it either, and warriors still have to charge and stuff.

So, i think for people to use it, it should be cheap and have a low cooldown so it can be spammed.

Quote:
New Critical calculation: We have implemented a more elegant system for calculating chances of critical hits. Critical related spells numbers have been changed for the new system. The new values have been designed to have a BIGGER impact on your chances of critical hits. Critical hit chance is now represented as a % of hits.
New Hit chance/Evasion calculation: We have adjusted some values and given more weight to character stats and weapons stats than character level. This means that some spells related to evasion and hit chance will have a stronger effect. Balance to these spells (mostly buffs) will be done at a future stage.


Base Evasion chances have been reduced for all classes.
Evasion, damage resists and spell resists for normal looking mobs have been decreased
Bwavo!! Clappy!

A bug:
Death sentece says that any attack performed from a distante above 3 meters will be enhanced. If it assists warriors then you want to say UNDER 3 meters.
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Last edited by theotherhiveking; 08-13-2010 at 10:32 PM.
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Old 08-13-2010, 09:41 PM   #3
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All the resists etc stuff sounds great, I'll have to test it.

However, can you explain how Critical hits are calculated? What effect Concentration has on them? etc. That would be great.

---

Quote:
Originally Posted by chilko View Post
New Marksmen spell instead of Dead Sentence called Dead Eye: Damage Bonus 10%-30% with a reduction of Attack speed of 20% in every level. Duration: 20 seconds.
Well that's 5 extra points for my Marks then.

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Originally Posted by chilko View Post
New Spell for Hunters: Death sentence. Changed for an assist spell for RVR battles. This spell is designed to assist warriors. Increase of melee damage 5% 20%, Cooldown: 30 Seconds
I wish my Marks had something like this.
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Old 08-13-2010, 09:43 PM   #4
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You have a bug there, lvl5 Adaptability boosts the critical hitchance by 1000%. (shortbow spell No. 6)

Edit: Fixed (effect fixed (adds proper ~32% on 5, description still states +1000%)
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Last edited by _Enio_; 08-13-2010 at 10:46 PM.
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Old 08-13-2010, 09:49 PM   #5
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Quote:
Originally Posted by Mattdoesrock View Post
All the resists etc stuff sounds great, I'll have to test it.

However, can you explain how Critical hits are calculated? What effect Concentration has on them? etc. That would be great.
I can say that it's based on concentration, your level and your weapon's quality.

previous formula had too much to do with level... now it has more to do with attributes and your weapon.

also, this is a real % of chance of your hits... this desnt mean that if you had 50% of critical chance you will have 1 critical every one round.
Random is random... a coin toss can be heads thousands of times in a row.
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Old 08-13-2010, 09:57 PM   #6
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most of the changes in this stage arent actually half bad. that said, im still disappointed in the way that onslaught was changed.

ill chuck my idea out there again:

a compromise between the current onslaught and the new one:

onslaught ONLY affects the caster IF it also affects someone else.

FOR INSTANCE:

a barbarian casts onslaught with no one around, there is no effect.


a barbarian casts onslaught with 1 or more people in the area of effect, the barbarian receives the full benefits from the onslaught.

also WOW, u killed the SHIT out of mobility
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Old 08-13-2010, 09:57 PM   #7
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About Point Shot, at least at low levels, it has a insane mana cost for his effect (140 mana points for +3 crit chance on lvl 2.)

So at least on low levels the cost should be WAAAAAAAAAY cheaper.
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Last edited by chilko; 08-13-2010 at 10:08 PM.
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Old 08-13-2010, 09:58 PM   #8
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Lower evades/resist for mobs sounds good, but by how much?

Not sure about the rest quite yet.
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Old 08-13-2010, 10:01 PM   #9
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Mobs still evade a fair amount of hits.

The hitchance buffs have yet to be balanced however.
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Old 08-13-2010, 10:02 PM   #10
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Quote:
Originally Posted by Hamster_of_sorrow View Post
most of the changes in this stage arent actually half bad. that said, im still disappointed in the way that onslaught was changed.

ill chuck my idea out there again:

a compromise between the current onslaught and the new one:

onslaught ONLY affects the caster IF it also affects someone else.

FOR INSTANCE:

a barbarian casts onslaught with no one around, there is no effect.

a barbarian casts onslaught with 1 or more people in the area of effect, the barbarian receives the full benefits from the onslaught.
Objection overruled. you would still get the effect of both spring and onslaught by yourself.
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