Champions of Regnum

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-   -   New Balance Update: Armor system fix (Stage 11) (https://forum.championsofregnum.com//showthread.php?t=65390)

chilko 08-30-2010 09:55 PM

New Balance Update: Armor system fix (Stage 11)
 
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

Other changes:
  • First iteration of balance for summons
  • New graphic model and variations for Liches.
  • New spawn animations
  • New weapon damage calculation for mobs

HuntShot 08-30-2010 10:04 PM

No BIIGGG Changes this time?

Topogigio_BR 08-30-2010 10:13 PM

They changed damage, armor and damage bonus and you say no bog changes.:horsey:

HuntShot 08-30-2010 10:16 PM

Quote:

Originally Posted by Gallus (Post 1127371)
They changed damage, armor and damage bonus and you say no bog changes.:horsey:

xD why did you left is 10 mins ago..... we killed Aysor:D:D

But now on Topic the New Liches look AMAZING Nice done

_Arwen_ 08-30-2010 10:18 PM

Glad to see you guys cranking out another stage, I only have 2 questions:

1) If you try to summon next to an obstacle you get the message "No space for summon" which forces you into cool down but still places the icon as a "Buff" under your name in the top left. Is this intentional?

2) I'm pretty sure I know the answer to this, but can we get the exact formula used to calculate damage and armor so we can check to make sure all combinations of bonus' and gems are working properly?

LupeFiasco 08-30-2010 11:13 PM

Sounds interesting, lets test my college connection!

Topogigio_BR 08-30-2010 11:29 PM

I still think the mana cost/effect time/damage is not set right for summons.
Lich shaman (lvl5) is 500 mana, 40s, for around 160 damage, i think slow, to much mana cost for low effect time and not to big damage.
Expect for golens that the damage is right, lower than live server demons but rigth.

In amum we have 3 summons demon/lich/golem i would suggest to make one fast, one med and one slow, that will make then more usable. I would suggest make the first summon fast, as they are the first newbies have acess, and newbies generaly dont have much range so is better to have fast atack.

Lich and demon has to little effect time, have no fun casting summons all time make than at least 120 sec.

Although golem damage is fine, i think he has low hp/armour for a meele atacker, if conjus cannot heal summons i think is fair for meele summon have more hp or armour.

I liked the new lichs but i think lich lord(lvl4) is more cool than Shaman lich (lvl5), i would change then.

I think imps and zombies were not revised, am i right?

Altara 08-31-2010 02:04 AM

The golems commands on the bottom dont work for me, (using level 5 at the time)
trying to select one makes me untarget as if the bar wasn't there and I was just clicking the ground.

Isemon 08-31-2010 07:11 AM

Summon cost is right imo, since the efford to be a summoner have to be like that.

BUT

still life tree is not appealing enough, mana cost are too high there, and for example 20% heal ally is a strange way to heal, i mean: a knight receive 1000+ heal while a mage or a archer receive 600-700 heal, knight being able to receive more damage with all his protections should receive less than a defenseless mage that need more help to stay alive. That spell should be adjusted according to the class you healing, for example for knight is right 20% for mages and archer could be 25%.

Also the new spell mass heal should have less cd to be attractive 240 sec for 500/650 hp is not worth 5 points. I could understand more 180 sec.

tjanex 08-31-2010 07:38 AM

I like this one so far even though I aggree with Isemon

ice_zero_cool 08-31-2010 08:08 AM

the last updates are all great from reading, but I can't test them :( someone has some pics of the new summons?

Znurre 08-31-2010 08:24 AM

Quote:

Originally Posted by Isemon (Post 1127629)
for example 20% heal ally is a strange way to heal, i mean: a knight receive 1000+ heal while a mage or a archer receive 600-700 heal, knight being able to receive more damage with all his protections should receive less than a defenseless mage that need more help to stay alive. That spell should be adjusted according to the class you healing, for example for knight is right 20% for mages and archer could be 25%.

I see this as an attempt to make healing warriors more attractive.
In the long run it will mean that other classes will be more reliant on warriors to protect them, which would comply with NGD's vision of balance.

On Amun, as a barbarian, I will receive around 940hp/heal which is an improvement.

KKharzov 08-31-2010 08:28 AM

Quote:

Originally Posted by chilko (Post 1127355)
BUG FIX: multi damage should be calculated properly

What does this mean?

Myxir 08-31-2010 08:29 AM

Quote:

Originally Posted by Znurre (Post 1127642)
I see this as an attempt to make healing warriors more attractive.
In the long run it will mean that other classes will be more reliant on warriors to protect them, which would comply with NGD's vision of balance.

On Amun, as a barbarian, I will receive around 940hp/heal which is an improvement.

At first I was sceptical about this change too. But Conjurers have some other heal skills as well. There is a mass healing *and* a mass regeneration now. Additionally there is still regenerate ally.
So healing needs to be done more carefully as well.
Is it better to heal ally the mage or regenerate him and hope he stays more defensive until he gets more life and instead give heal ally to warriors etc. etc. and so on.

We have not seen the new changes in a real war state yet.

Btw, the damage and armor fix sound nice :p

Quote:

What does this mean?
Spells that have damage of more than one kind, I guess.

KKharzov 08-31-2010 08:54 AM

Quote:

Originally Posted by Myxir (Post 1127646)
Spells that have damage of more than one kind, I guess.

I figured out as much myself, but I was looking for more details.

Does this mean weapons with multiple damage will do less damage or more damage? I'd like to know what the bug itself was.

PT_DaAr_PT 08-31-2010 09:00 AM

Quote:

Originally Posted by KKharzov (Post 1127648)
I figured out as much myself, but I was looking for more details.

Does this mean weapons with multiple damage will do less damage or more damage? I'd like to know what the bug itself was.

A blunt and pierce damaging Hammer would do much less damage than a slash damaging Axe.
(example: A knight hammer would do 150 damage on syrtian guards while an axe could do more than 300)

KKharzov 08-31-2010 09:02 AM

Quote:

Originally Posted by PT_DaAr_PT (Post 1127650)
A blunt and pierce damaging Hammer would do much less damage than a slash damaging Axe.

Really? I never saw that, on the contrary depending on bonuses the multiple damage weapon would do even more damage (on normal hits only).

Either way, I guess this means +dmg gems will have more value now.

Creror 08-31-2010 09:22 AM

Quote:

Originally Posted by chilko (Post 1127355)
Other changes:
  • New graphic model and variations for Liches.

Well, i hoped that the incorporeal will replace the liches,
but i give it a try, hope the liches looks now good.

Isemon 08-31-2010 09:39 AM

i just tested on amun and i would like to submit what i tested to NGD attention:

damage done by a hunter with a fast 30 short bow:
-115-121 on an unbuffed mage without any kind of setup
-133-143 on an unbuffed mage skilling with dexerity to the max
-140-161 on the same unbuffed target with the addiction of specialist passive damage
-289-293 on the same target still unbuffed with dex+specialist+cold blood

on a buffed target my damage do not reach 100


After that i tested pet damage, and it is obvious it is not needed a nerf to bestial wrath anymore or that pet discipline need an improvement like it was done for summons:

-189-210 was the damage of the pet on an unbuffed archer with bestial wrath ofc
-98-110 was the damage of the pet on a full buffed archer with bestial wrath

the damage of the pet was 0 on a full buffed knight

New_barb 08-31-2010 10:37 AM

this sounds logic to me..? hunters shouldn't hit high on warriors and btw what buffs did he used? not say full buffed knight because some knights has other buffs then some others...

Isemon 08-31-2010 10:55 AM

Quote:

Originally Posted by Sir-barb (Post 1127678)
this sounds logic to me..? hunters shouldn't hit high on warriors and btw what buffs did he used? not say full buffed knight because some knights has other buffs then some others...


with the current state of hunter they cannot hit high on anyone(they couldn't even before the balance, their damage came almost all from pet), the knight was using caution + defensive stance

i just mean that hunter should have still a chance to win on 1 vs 1, with armour changes and hunter nerfs it is not possible anymore.

Creror 08-31-2010 11:40 AM

1 Attachment(s)
After playing some old rpgs on the ps2, I stumbled over ... something very strange ...

Well ... well ... i don't know how to say this, but ... was that intended? oO

http://www.regnumonlinegame.com/foru...1&d=1283254629

Especially the head and the floating limbs looks very very similar ...

blood-raven 08-31-2010 11:43 AM

euh full buffed i do 0 dmg on a knight, is this a joke or what?

regards

Shwish 08-31-2010 11:57 AM

Quote:

Originally Posted by blood-raven (Post 1127707)
euh full buffed i do 0 dmg on a knight, is this a joke or what?

regards

it seems that the maximum damage reduction cap was removed. i hope this is just an error

UmarilsStillHere 08-31-2010 12:36 PM

Quote:

Originally Posted by Creror (Post 1127706)
...

Because no game has ever had metal golems before?

If you look at wolves, golems, gouls, orcs etc in almost ever game they look similar.

I like the new Lichs, but the higher level ones could do with new staves, they all still use initiation ones :)

And Cristal Golems? I think you mean 'Crystal'

HuntShot 08-31-2010 12:36 PM

Quote:

Originally Posted by Shwish (Post 1127714)
it seems that the maximum damage reduction cap was removed. i hope this is just an error

I think you mean minimum

They removed the minimum 10%(or 15% tell me if Im wrong)damage I seriously hit unbuffed 0 on a buffed knight and he was only using Defensive Stance, same thing with my Beastly Bear with Bestial Wrath(5)

I hope this is a bug.... because this cant be true right?
then it would be impossible to kill a knight for me:S

HuntShot 08-31-2010 12:45 PM

Oh and btw, did NGD do something with Feint??
I casted feint(2) 10 times on a conjurer lvl 50 and it only worked 1 time the other 9 times he resisted it....
Could you look this up? I dont think this is intended he onlyused Arcane Devotion and Enery Barrier

Shwish 08-31-2010 12:45 PM

Quote:

Originally Posted by Umaril (Post 1127722)
Because no game has ever had metal golems before?

Guild Wars: Eye of the North?

EDIT: my sarcasm detector was turned off u.u

Comp 08-31-2010 01:27 PM

NGD - do you have plans to address the Pet Tree???

Gawyn_Trakkand 08-31-2010 01:30 PM

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.

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.


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