Champions of Regnum

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-   -   New balance update: armor, damage and healing (Stage 12) (https://forum.championsofregnum.com//showthread.php?t=65472)

chilko 09-01-2010 09:49 PM

New balance update: armor, damage and healing (Stage 12)
 
Here you have the change log for the version currently on Amun.

Armors:
As we are still tweaking armors we have been altering damage multipliers. Please try it out.
  • Armor class factor working as intended: we increased the armor factor for all classes but now each class has a different armor factor. From more to less armor this is the order: Knights, barbarian, Marksman, Hunter, Warlock, Conjurer.
  • New armor formula for Damage Over Time.
  • New preliminary damage adjustments for the new armor system

General:
  • New model for imps summon
  • More balance adjustments to summons.
  • Base evasion and spell resistance greately reduced. Skills affecting this attributes have not been tweaked yet. Please tell us if you notice any difference.

Spells:
  • Sorcery discipline changes: Material wall and magic barrier are moved to sorcery in replacement of Tremor (removed) and Mirage (removed).
  • New Life discipline spells: in place of Material Wall and Magic Barrier we are adding:
  • Life Savior: heals 20%to 60% of health from level 1 to 5. Mana cost : 240 to 400. Cooldown 60 seconds. Casting Time 3 seconds.
  • Heal Ally: Heals 5% to 12%. Mana cost reduced to 50-145. Cooldown reduced to 5 seconds.
  • Mass resurrection: 5%-50% chance from level 1 to 5 of reviving everyone within a radius of 6 meters. Cooldown 4 minutes. Cast time: 5 seconds. Manna cost: 400-800.
  • Major healing: moved to a lower level in the discipline. Cast time reduced to 3 seconds. Cooldown reduced to 2 minutes.
  • BUG FIX: several targeting problems with summons have been fixed.
  • BUG FIX: Spawns do not blend while playing spawning animation

We are getting closer. To follow soon after this: new blocking spells, a major mana revision and more tweaking.

minimum damage formula is still off. Remember that.

chilko 09-01-2010 10:55 PM

sorry for closing the thread... I hope I don't do balance like I use the forum! :)

Ulti19 09-01-2010 10:58 PM

I'm glad you're making knights armor have more impact than that of a barbarian or other class. It makes sense that a player shouldn't hit a knight as much as he hits another class by, nice job :)

A small problem though. You made it so that the attack power is raised again as in the live version but attack speed is faster. So im hitting normal 400's unbuffed very fast lol. Is this a bug? Stage 11 i was hitting significantly lower on mobs than stage 12.

New blocking powers? :D I can't wait ^^

_Arwen_ 09-01-2010 11:08 PM

Life Savior:
First, thank you for adding a 3rd heal spell it is really needed. However, I think 60 seconds is way too long. I'd rather see this cut down to 30s CD with 20% to 40% heal. I can tell you want this new spell to only be used in emergencies, but I think 30s is enough to prevent spamming while still allowing it to be useful.

Heal Ally:
My initial reaction to this was "ugh... not again" until I realized you halved the CD but the % wasn't halved. Now you can actually heal someone for 24% in the same time as the old 20% heal ally. Good move here. I think mana cost could be reduced a bit more as right now it seems 2 of these is equal to 1 Live Servers heal ally, but costs 50 mana more and heals on the Live servers are already mana hogs.

Mass Resurrection:
This spell literally sounds like a waste of 800 mana. First, you basically have to have it on 5 otherwise the chance is way too low. 5% on level 1??? What is the point in this??? Second, you're paying 800 mana for a 50:50 shot at resurrecting someone (is it all or nothing? or is it 50% for each person?). Maybe you could ensure that at least 1 person is resurrected and its 50% per remaining person. Or you could only charge mana based on each person that its successful on. For example if it works on 2 people you'd only remove 400 mana.

Major Healing:
Good move, thanks



Overall I'm fairly happy with this stage. Keep up the good work, I'm really looking forward to the mana tweak stage.

brammie2118 09-01-2010 11:33 PM

The new Imps models are funny :D

But after a few seconds of trying it out
(maybe/probably this is discussed in the stage 10 thread, but I didn't really follow that one. if so, sorry):
The zombies and lich are moving towards/attacking the target while the animation of them comming out of the ground is still ongoing.
The imp(5) dies after 1 attack.
The monsters do one extra attack after they defeat a summon.
:)

HidraA 09-01-2010 11:40 PM

Quote:

Originally Posted by chilko (Post 1129154)
[*]Mass resurrection: 5%-50% chance from level 1 to 5 of reviving everyone within a radius of 6 meters. Cooldown 4 minutes. Cast time: 5 seconds. Manna cost: 400-800.

Old VS look better on my eyes ...even conj sacrifice himself for this..at least was 100%...this 50% chance... :)..is like ms...will will see how will work :)
But sound funny too..2 conj can resurect one army at forts doors also

VandaMan 09-02-2010 12:33 AM

Quote:

Originally Posted by chilko (Post 1129154)
From more to less armor this is the order: Knights, barbarian, Marksman, Hunter, Warlock, Conjurer.

Is there any way you can better define the roles of the archer classes for us? I thought marksmen were the offensive discipline while hunters were defensive, so why do marksmen get more armor? Not that I object to or approve of the way the armor is, I'm just not clear on the vision you have for archers I guess.

Minorian 09-02-2010 12:36 AM

Quote:

Originally Posted by VandaMan (Post 1129376)
Is there any way you can better define the roles of the archer classes for us? I thought marksmen were the offensive discipline while hunters were defensive, so why do marksmen get more armor? Not that I object to or approve of the way the armor is, I'm just not clear on the vision you have for archers I guess.

I think marksmen are meant to be more of a decent defense decent offense turret type thing, whereas hunters are the weaker ones, that use stealth/speed/pet for defense.

Ulti19 09-02-2010 01:20 AM

2 Attachment(s)
Huge problems with knight lol. precise block on level one guarantees all hits to be blocked 100% xD I can go cast pb and offensive stance and solo aysor now lol.

Btw is the damage increase for everyone intentional?

You know the server is bugged when a knight can solo Aysor. Build: offensive stance, pb, gutting 5 xD

Aeacus 09-02-2010 01:24 AM

Damge increase indeed :) not sure if this was just a fix to the mobs armor rating which decreased thus my damage increased or what, but im loving the new damage of marks. Its maybe 10 -20 less damage than live atm for me at least, and there seems to be a damage scale back on bows...slow bow equals more damge than med , fast bows, noticable to :) maybe im just getting my hopes up for failure in the next stage, but atm marks are feeling the way they should be...


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