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Old 07-21-2010, 05:04 PM   #241
doppelapfel
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It isnt as bad as i thought, i noticed that i lost my mana 3 times before by sadistic servants while ra were on. Now i do around 200 dmg on mages instead of 250-280 i do on niflheim.
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Old 07-21-2010, 05:19 PM   #242
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Quote:
Originally Posted by chilko View Post
We have implemented this two features

# Crowd controls of the same type will no longer be able to be stacked to minimize frustration of being rooted for long periods of time.

# A short immunity to crowd control of the same type will be added after the effect to provide some chance of counter action.


and found that because of lack of feedback it's frustrating for the attacker.
It's even difficult to explain / understand.

Maybe we are doing a had oc feature when the problem is conceptual in nature.

We believe that it's just terribly unfair and unbalanced the fact that a ranged Class can have ranged area CC's with 100% chance of success.
this is the single decision that makes something like terror so powerful and keeps so many people on the flloor making battles so short and not fun.

What do you guys think?
Why not introduce a CC resistance, same for all, of 10%, that increase by 30% on each CC for 15 seconds (exact numbers to be defined).

This resistance protects against Dizzy, Knock down, Cannot Attack, Stun, Immobilize, Freeze effects of spells but not against other effects (like damages).

CCR = Crowd Control Resistance

Example:
  1. CCR = 10%
  2. Sultar's Terror: 90% chance to be knocked down, now CCR = 10 + 30 = 40%
  3. Sultar's Terror: 60% chance to be knocked down, now CCR = 40 + 30 = 70%
  4. Ambush: 30% chance to be knocked down, now CCR = 70 + 30 = 100%
  5. Typhoon: 0% chance to be knocked down, now CCR = 100%
  6. nothing for 15s
  7. back to CCR = 10%
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Old 07-21-2010, 05:19 PM   #243
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Quote:
Originally Posted by Toby81 View Post
I'm, in general, pleased with the mass majority of the changes. However, I'm not so sure about the quest that allows each realm to get the others realm specific gear (i.e. Ring of Lightning from Ignis). I feel this will help diminish the realms individuality.

What follows is based on what I've heard and read since I have no experience in any realm other than Ignis:

I know a lot of times people complain that the Ring of Lightning is over powered and the "best" ring in the game. This may be true, but, from what I under stand, Sytris has the best amulet in the game. For that matter, I understand the the amulet from Alsius isn't too bad either. And both are better than Ingis' amulet.

So my question is, how is that not balanced?

As for weapons, I don't know if any of the realm specific weapons are significantly more powerful than the others. I hear that the Sytris realms specific weapons are OP, but I haven't seen the stats.

Just my 2 cents.

P.S. If I'm mistaken please post the stats of your realms amulets and rings so that I can actually see the stats for myself instead of relying on hear say. I've searched the forums and can't seem to find them for myself.
The tables on wikia are pretty good for the rings and amulets:
http://regnum.wikia.com/wiki/Rings
http://regnum.wikia.com/wiki/Amulets

For rings, Ignis has Rol with +5% attack speed, so two = 10%
Syrtis has Deadly Sight, 15-25 damage, two = 30-50 extra damage per hit (average 40)
Alsius has Blacksmith, 9-15 damage, two = 18-30 (average 24)

If your (Ignis) weapon averages more than 400 damage, two RoLs are better than two Syrtis rings; if it averages less than 400, they Syrtis rings are better.
Compared to Alsius rings, if your weapon does > 240 damage, you're better off with two RoL than two RoBs.

Amulets: Both Syrtis and Alsius have the Royal Amulet (100 HP, 45 Mana).
Both Ignis and Alsius have the Emanation amulet, (100 Mana).

(Does Alsius really have Emanation? I don't remember that one, and I'd probably use it over the Royal.)
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Old 07-21-2010, 05:26 PM   #244
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Quote:
Originally Posted by GythaOgg View Post
(Does Alsius really have Emanation? I don't remember that one, and I'd probably use it over the Royal.)
Yes we do.
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Old 07-21-2010, 06:00 PM   #245
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Quote:
Originally Posted by Lumi_Alsius View Post
Well you have came up with a solution yourself.

If you want to nerf a Sultar's Terror, make it a chance knockdown, not 100% knockdown. Area and damge stays the same but knockdown is 30% only.
yes, this is what we are saying to do (not as low as 30%)
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Old 07-21-2010, 06:05 PM   #246
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Quote:
Originally Posted by chilko View Post
yes, this is what we are saying to do (not as low as 30%)
why not^^
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Old 07-21-2010, 06:19 PM   #247
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Quote:
Originally Posted by Lumi_Alsius View Post
Yes we do.
Cool, so Alsius has some pretty good amulets. I just gotta grow another neck!
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Old 07-21-2010, 06:23 PM   #248
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I think percent chance would wreck too much the warlock signature spell. Sure, the current version is too powerful right now, but there are many deterministic ways to balance it that don't put more powers at the mercy of random numbers. Examples: give it fixed range, reduce splash damage, stop it from resetting the knockdown timer.... We already have a chance system called "evades and resists" and it's frustrating to have such things depend on random factors we can't control.
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Old 07-21-2010, 06:24 PM   #249
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Quote:
Originally Posted by GythaOgg View Post
The tables on wikia are pretty good for the rings and amulets:
http://regnum.wikia.com/wiki/Rings
http://regnum.wikia.com/wiki/Amulets

For rings, Ignis has Rol with +5% attack speed, so two = 10%
Syrtis has Deadly Sight, 15-25 damage, two = 30-50 extra damage per hit (average 40)
Alsius has Blacksmith, 9-15 damage, two = 18-30 (average 24)

If your (Ignis) weapon averages more than 400 damage, two RoLs are better than two Syrtis rings; if it averages less than 400, they Syrtis rings are better.
Compared to Alsius rings, if your weapon does > 240 damage, you're better off with two RoL than two RoBs.

Amulets: Both Syrtis and Alsius have the Royal Amulet (100 HP, 45 Mana).
Both Ignis and Alsius have the Emanation amulet, (100 Mana).

(Does Alsius really have Emanation? I don't remember that one, and I'd probably use it over the Royal.)
RoL has a dmg bonus too afaik.
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Old 07-21-2010, 06:55 PM   #250
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Quote:
Originally Posted by doppelapfel View Post
Please change back the mage armor points. My Marks does less than half the dmg he did before on mages, i noticed the same in a duel with my lock against a marks. Armor points were fine before, conjus could use ss, karma mirror and so on and locks had to depend on their ccs. Now we can play tanks against archers, this is stupid.

Edit: Had a duel against lock against marks some minutes ago. After he sucked my mana and ra went out i did him around 40 dmg with my fast bow, his medium staff did 80-100 so probably he would have been able to kill me without using spells.
Sorry, but 600 armor and 25% ranged damage resistance does not equal 700 armor, 30% resistance to all damage, 35% resistance to ranged damage and 55% protection plus speed and SOTW. While the Conjuror comes closer than the Warlock due to Force armor, it is still nowhere near the same, and if you think it is, you are playing the wrong game.

That's not even mentioning the fact that the new Arcane devotion will be similar to, but not equal to the old one, and that Warlocks with cast items are heavily nerfed, so in my opinion archers and warriors will now have plenty of chances against mages again, so levelling the playing field with a protection boost is only natural.

If you don't want offensive mages with 71% cast speed, then you get defensive mages. And I'm fine with that.

@Chilko and NGD
All changes look good and properly implemented! Keep it up!

Kind regards.
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