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There are however some configurations that allow you to hit at 1000 (just try increase your force). But it seems that the attack speed has been raised up, so that the total DPS may not be that lowered (but I did not really compare). I ve tested the critical hit chance today and it works pretty well. It is at least very satisfying to know the real critical hit chance. I wish a similar simple system was made for the hit and evade chance, since it is not obvious was going on. I have however noticed some strange behavior concerning the way the damages are calculdated. Example : the +75 additional damage from brutal impacts is not affected by the +50% damage of berserk whereas it is affected by the +50% of beast attack. The logic behind is not really obvious to me. |
Trell save area is still easily campable by archers who can stand along the ridge and pick off Alsius melee (or mages with shorter range) as they try to get out of the bottle-neck.
Screens of one example of where an archer can "ramp" up onto the ridge: http://i34.tinypic.com/2ik8m0.jpg http://i38.tinypic.com/npnvgg.jpg http://i36.tinypic.com/35i8u1h.jpg http://i38.tinypic.com/28r0f7p.jpg http://i38.tinypic.com/wunuit.jpg |
Ive noticed alot more crits which is very nice
Also since NGD has the Map Editor going why not redesign all the Saves Aggers Save is in a Awkward place on the hill Samal Save should go back to the oasis & maybe put a mountain so Ignis wont have easy access to Meni Syrtis Save is Fine.. Castle Saves should be moved back to the beaches & off route of the Teleporters |
Heal ally desperately needs to return to a fixed healing effect. It may be balanced now with the lower damages but the feeling of having to cast it multiple times on a single target is frustrating. A higher fixed heal would be nice even if it means slightly longer cds.
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Do you really plan to move Stalker Surrounding to level 17 position?
It's supposed to be a support spell and we actually must do sacrifice to get it, especially if you use a pet. Moving it to level 17 position will make it to easy for hunters with pet to get it. http://pix.toile-libre.org/?img=1281808098.jpg |
I was testing the Crit-Chance % in the char window (great addition btw, it adds a new layer of understanding for characters) and I discovered that Conc still isn't as weighted as I think it should be.
On my barb, (who is nordo, +5 more conc than Utghars and Dwarves), I have base Concentration of 65. With that, my crit-chance is 17.5%. With a +2 conc ring it goes up to 17.8%. A level 50 Utghar barb with 60 base Concentration has crit-chance of 17.1% or 17.2% (I think). In testing, the difference is so minuscule that it's still almost not even worth it. Whereas in testing 5str and 5const difference for a warrior matter a lot. But what we still don't see is a spell-focus rating in the character window. Show that value in the character window and I think weight Concentration a little more heavily towards hit-chance, crit-chance and spell focus (so the +5 makes up for Nordo's loss of base 5str and 5const), because right now the 5 extra base conc seem to make no difference at all. I originally picked Nordo because I wanted to make a well-rounded barbarian, one with a good mix in base stats, core foundation and versatility. I think Concentration, for all classes, should be weighted a little more per added point. Thanks. |
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17.5%! My barb has 60 points of concentration and i have a 14.2 crit chance O_o. |
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Wep quality also has something to do with it, for example I have 50 Conc and 16.8 crit chance. With Eve hammer (Master +33) |
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My normal mace is 14, my enhanced swords and axes are 14.2, and my great spear is 14.4 So there should be only a 0.2 diffence, unless the final quality as a uber modifier instead, but that would make all the other worthless. |
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