Champions of Regnum

Champions of Regnum (https://forum.championsofregnum.com//index.php)
-   General discussion (https://forum.championsofregnum.com//forumdisplay.php?f=10)
-   -   New Balance Update: Armor system fix (Stage 11) (https://forum.championsofregnum.com//showthread.php?t=65390)

Comp 08-31-2010 01:46 PM

I just did some dmg testing and a weasel hits harder than I do - I'm not kidding. I'm doing 85-95 damage on Trolls and if I push my dexterity up and use lvl 5 Sentinel and lvl 5 Lighness my damage goes up to 125-130.

Additionally - with how the changes in armor are - you can negate someone's damage to 0.

Cmon NGD....

I'll check back next amun update.

Comp 08-31-2010 01:50 PM

Quote:

Originally Posted by chilko (Post 1127355)
Hello Everyone!

Stage 11 is up on Amun!

Armor System fixes
  • BUG FIX: multi damage should be calculated properly
  • BUG FIX: Armor factor per class working as intended
  • New calculation for damage bonuses to make weapon damage bonus work always positively

Chilko

Now someone can reduce an individuals damage to zero. My weapon damage (even with one of my uber bows that have wicked nice damage gems in it are hitting like I'm having a pillow fight with a mob...and he's using a rock.

I'm frustrated to say the least since the class I play is a hunter - and at the moment I'm limited to simply tracking and camo'ing my allies. Not exactly fun play - especially when I may as well not equip arrows since I won't kill anyone to begin with.

I was completely optimistic and supportive of NGD through all of this - but it just seems changes are getting implemented now without much forethought.

I've also asked several times about the pet tree - because at the current state it is useless....anything going to happen here?

Kaschka 08-31-2010 01:54 PM

Quote:

Originally Posted by Gawyn_Trakkand (Post 1127773)
I am in favor of the current changes (still think hunter nerf was slightly harsh) though i would like clarification on whether knights being able to reduce most damage to 0 except for a barb who hit me max of 480 with fulminating and all his other buffs and unbuffed hits of 140.

hm a barb hit me with 2k dmg, i was using defensive stance and caution.
i thought thats too much.. but trolls 0 dmg well i like that.

This is not a pvp game but a rvr. Knigth sould be hard to kill. If a knigth has over 2k defense he shouldn't get any dmg.
don't forget that knigths won't be doing much dmg while using that buff.
And there are enough dots that will hurt enough.
Ok hunter has very few dots.. but hunters are a Defensive class thus u will need pp from your realm to be able to kill something...
You got good stalk now, support buffs for warriors ...

_Enio_ 08-31-2010 02:04 PM

If the removal of the % damage cap that armor can reduce is intended, how do you plan to balance the armor values?

You might need a very well thought cap there where armor stacking starts to get less powerful (see the castspeed calculation).

How you will preven that you will have hunters do 0 damage, marks that will do maybe 100 and good geared ones that will do 200 even with tuned values (example of the problematics).

metsie 08-31-2010 02:12 PM

Quote:

Originally Posted by Compost (Post 1127798)
Chilko

Now someone can reduce an individuals damage to zero. My weapon damage (even with one of my uber bows that have wicked nice damage gems in it are hitting like I'm having a pillow fight with a mob...and he's using a rock.

I'm frustrated to say the least since the class I play is a hunter - and at the moment I'm limited to simply tracking and camo'ing my allies. Not exactly fun play - especially when I may as well not equip arrows since I won't kill anyone to begin with.

I was completely optimistic and supportive of NGD through all of this - but it just seems changes are getting implemented now without much forethought.

I've also asked several times about the pet tree - because at the current state it is useless....anything going to happen here?

And this new weapon system kills variety, med feels as fast as fast, +slow/med/fast really have almost the same damage, no point of using slow bow if fast bow hits only 20less, fast should hit FAST, slow should hit slow and hard and medium something between of those, not just all about the same without real difference.

So weak slow weapons = can't use them against targets with good armor, same low normals as with fast/med


If you want that people use 1 weapontype, then remove all and sell only initial weapons :P

Shwish 08-31-2010 02:20 PM

my guess is that the removal of the damage cap was an accidental variable change which was never intended. it makes no sense to remove it

Quote:

Originally Posted by metsie (Post 1127808)
And this new weapon system kills variety, med feels as fast as fast, +slow/med/fast really have almost the same damage, no point of using slow bow if fast bow hits only 20less, fast should hit FAST, slow should hit slow and hard and medium something between of those, not just all about the same without real difference.

So weak slow weapons = can't use them against targets with good armor, same low normals as with fast/med

i never understood why this change was made to be honest. it wasnt necessary to cripple slow weapons which in-turn screwed over all the people who invested alot of time and money into acquiring them.

Bidinger 08-31-2010 02:30 PM

Looks like I won't be using arrows at all if my damage will be super low anyway. I might as well just use spells. I guess this solves the problem of high repair costs, arrow costs, and spending 800 mana per minute with recharged arrows.


In all seriousness, though, I'll just wait until the next update to see what they change. My damage dropped by 60 per hit after this update (0 damage on buffed knights), which makes a total of about 150 for slow bows and 60 for fast ones.

NGD wants us to move to faster weapons, but what's the point if none of them do any damage? I might as well use a slow 35 to get the range so I can spam areas if my normals are going to be so unimportant no matter what I do.

doppelapfel 08-31-2010 02:42 PM

I dont like this further reduction of normal hits. Much too much. :thumb_down:

_Enio_ 08-31-2010 03:01 PM

The no facing /phantom hits are as bad as before the "fix" :/ much no facing on knocks (esp. on kick and ambush) and on chasing.

Yttrium 08-31-2010 03:07 PM

Quote:

Originally Posted by metsie (Post 1127808)
So weak slow weapons = can't use them against targets with good armor, same low normals as with fast/med

I agree with this. The difference in weapon speed should have a higher damage difference.


All times are GMT. The time now is 04:28 AM.

Powered by vBulletin® Version 3.8.7
Copyright ©2000 - 2025, vBulletin Solutions, Inc.
NGD Studios 2002-2024 © All rights reserved