Quote:
Originally Posted by -Mongoose-
Questions / Comments:
*It seems that crit damage has been lowered slighly since last week. Can NGD confirm this? Also, I'd like to see some tests from boss jeweled players. How hard are you hitting now?
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Critical damage has been reverted to what it was before. Crit_DMG = (1+1/3)*Normal_DMG. I think it is also stated on the character sheet, when you hover mouse over there.
Quote:
Originally Posted by -Mongoose-
*It seems that the majority of non-damaging spells have the "only blockable at 100%". Why do the following spells not have the modifier? Death Sentence, Sticky Touch, Taunt, Confuse, Darkness, Howl, Freeze. Can you also explain precisely what this does? The spell is only blockable if the knight casts precise block?
*All single target knocks (Ambush, Will Domain, Feint) except Kick have the "only blockable at 100%" Seems a bit unfair to barbs. I guess it's based on the non-damaging condition.
*Why does War Confidence have the "only blockable at 100%" and "only resistable at 100%"? Amusing at least :P Also, can you change this to be like an aura? It's annoying when it interrupts spell casts (old bug).
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I have the same question. I haven't completely understood what "only blockable/resistable at 100%" etc means.
Quote:
Originally Posted by -Mongoose-
*Does hit chance/spell focus still exist in code? Your initial post made it sound like hit chance was eliminated. The following spells still have hit chance / spell focus modifiers: Challenging Roar, Eagle's Eye, Resurect, Bless, Sadistic Guard, Trained Eye.
*Since this update is focusing on RNG, can we get some information about the mechanics of Miss Chance? It's very few spells, maybe even remove miss chance spells?
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If I am not mistaken both HC and Spell Focus are considered 100% for all toons. And this is the reason why now we have absolute % of evasion, spell resistance, block in our character sheet.
Some spells haven't changed yet. NGD will change them as patch goes on, I guess.
Considering Miss Chance, I think it dates back to beta times. Must be caused by some part of code that still exists in the calculation routine.
Quote:
Originally Posted by -Mongoose-
*Aventurines have been convered to Crit Chance bonuses. A +17 hit chance was converted to 3.4% crit chance. gem_crit_chance = 2*gem_hit_chance. Anyone can confirm this?
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They used a formula like gem_crit_chance (in %) = gem_hit_chance / 5. Although it seems not being exactly applied to all HC bonus i had in my equipment.
Quote:
Originally Posted by -Mongoose-
*The attack damage seems to have stayed the same.
class_multiplier*(class_attribute - 20) + weapon_damage_bonus * (weapon_damage + jewelry_damage + buff_damage) + paren_damage
weapon_damage_bonus: buffs like berserk, overwhelming strength. additive.
paren_dmg: damage in parens at the top of the weapon.
Still haven't added in the Attack Damage buffs (Fulminating) or how weapon gems affect things. I don't think they changed anything here.
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This hasn't changed.
Quote:
Originally Posted by -Mongoose-
*Critical Chance, Evade Chance, Critical Damage: Working on formulas for these now. Anymore have data/formulas for them yet?
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I wouldn't try to get the new formulas, since we are still in dev stage. Better first wait for patch on live servers.
Quote:
Originally Posted by -Mongoose-
*Point Shot: Unchanged. Critical Chance +25% (percentage points) @ level 5. This seems a bit wierd, not getting the values I expect. Critical chance changes from 4.89% to 30.34%. This is a change of 25.4 percentage points. Is this expected? Is there some multiplier in the crit chance formula that I' missing? Nothing else was skilled or equipped except for the bow. Can someone confirm this oddity?
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Point Shot seems to be the only spell providing absolute critical chance. I am not sure if this is intended or not, though. I think i was getting exactly +25%. I ll check it again.
Quote:
Originally Posted by -Mongoose-
*Defensive Support: Movement speed shows as 89% instead of 90%. Most likely a floating point issue, just round the result before displaying and it should be fine.
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Yes, there must be a floating point issue with movement speed atm. I guess NGD will fix it, and I hope, to also translate it to "meters per second".
Best,