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Old 04-06-2015, 08:38 PM   #1
Frosk
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Default RNG update at Amun!

We're very happy to let you know that we now have a first testeable version at Amun, available for everyone!

This server will be opening today, between 9 and 10 pm GMT. Stay tuned, and any kind of feedback you may want to share, please post it in this thread.

Keep in mind that this is just a work in progress, and NOT a final version.

----

In the game version available at Amun, you'll find a series of changes related to, as the title suggests, RNG. This means Random Number Generator, and it's basically a generator of random numbers that defines whenever a power must be resisted or not, or whether or not an attack must be evaded/blocked.

You'll notice, when in combat, a very pronounced difference regarding this system, that aims to make combat as free from luck factors as possible, rewarding the witty user that better administrates and uses his/her abilities. This will be fully achieved when we modify powers in all classes so they can both enhance and counter this new probabilities.
Although factors such as resistance and evades will still be present in a pure random way, they will NOT do so with the frequency you're all acustomed to and frustrate most players.
In this version you'll see that these results will mostly be obtained by using powers, with both the ones that grant absolute resistance/evade/block, and those that porcentually boost up your resistance/evade/block chances.

Due to the nature of this changes, and as we mentioned before by saying that this is a work in progress, the balance between subclasses has been affected, which is why adjustments will be necessary. We're counting on your feedback on this when you start playing pvps and group battles!

You'll also notice that, as Evasion chances are now porcentual (as block and spell resistance now do), the "Hit Chance" attribute does NOT longer exists. There is now a new attribute named "Critical Damage", that allows the user to enhance the damage dealt when landing a Critical hit, whether by equipping items with this modifier, or by buffing up with powers.


Remember that this is a work in progress, and there's still a few things to include that go from power adjustments all the way to giving more info at the character sheet.

We're looking forward to read your feedback!

Best Regards!

---

Current changelog (11/05):

Gameplay - System:
- Modified: Realm walls can be recaptured (only by the defending realm).
- Modified: Hit Chance removed, replaced with Critical Chance, which raises the chance shown in the Character Sheet.
- New: Statistical RNG system for combat. Indicated chances now should be accurate both in the short and long run.
- New: When you're attempting an Invasion (vulnerated a realm) and you die in its Realm Wall Door zone, you can choose to respawn in any of its Forts or Castle that you still have captured.
- Fixed: Realm Gem interactions were not being properly accounted, causing player to interact more than once.
- Modified: Companions are no longer selectable. This is to avoid accidental clicks during battle.
- Fixed: Player automatic disconnection when not moving was avoided by rotation.
- Fixed: Falling damage was interrupted when changing character or exiting the game, allowing to avoid it.
- Fixed: Multirealming detection for quest objectives (noble) and Invasions rewards.
- Modified: Wall Trapdoors can be used by invaders to get out of the realm when the vulneration/invasion ends.

- Modified: Each fort has its own camp to be used for resurrections when vulnerating a Realm. Fort camps are approximately at 2:45 from the Wall and 1:15 from the Fort. Castle camps are at 2:00 from the Wall, making them more strategic to have captured.
  • Aggersborg: x:2371 z:2589
  • Trelleborg: x:1371 z:2808
  • Imperia: x:2176 z:2019
  • Samal: x:3402 z:2400
  • Menirah: x:3565 z:1464
  • Shaanarid: x:4274 z:2521
  • Herbred: x:2933 z:3577
  • Algaros: x:2038 z:3375
  • Eferias: x:2935 z:4065

Note: Camps still have no visual props or modified terrain. As soon as their location is confirmed we will do it.

- New: Reward System. Allows to get a reward for holding, recovering, invading or avoiding invasions.

When a fort is captured, a counter will appear. When the counter finishes, a reward is given. It can be gold from the Chest of the fort and/or Warmaster Coins.

There is a maximum amount to be received per player. For example, if a fort gives 15000 Warmaster Coins with a max of 400, and there are only 10 allies around, everyone will get 400. If there is 50 allies, everyone will get 300.

If you see the counter, you will get the reward. The counter can disappear for inactivity of the player or for being far from the building (specifically, the flag).

If the Relic Counter starts and that counter is lower than the Reward Counter, this last one will cut time to equal the Relic Timer, in order to avoid having to wait for the Reward.


Gameplay - Skills:
- Fixed: Retaliation now reflects spell damage.
- Fixed: Retaliation doesn't wear off with unsuccessful hits.
- Fixed: Avoiding "Relic Intensity" when picking up a Relic with "Dismount" active.

Warrior:
- Martial Reflexes: Critical Chance changed to 100%/135%/170%/225%/300%. Duration changed to 40/50/60/70/100.
- Rigorous Preparation: Opponent Critical Chance changed to: -15%/-20%/-25%/-30%/-40%. Opponent Miss Chance changed to Evasion Chance: 25%/40%/55%/70%/100%. Cooldown changed to 90 seconds.

Knight:
- Precise Block: Mana cost updated to 90/110/140/170/200. Cooldown changed to 45 sec.
- Challenge: Opponent Hit Chance changed to Opponent Spell Resistance -25%/-40%/-55%/-70%/-100%. Added Opponent Concentration -10%/-15%/-20%/-25%/-30% Duration changed to 5/5/10/10/15.

Barbarian:
- Threat: Miss Chance changed to Opponent Evasion Chance: 20%/30%/40%/60%/80%.
- Challenging Roar: Hit Chance changed to Casting Speed: 10%/15%/20%/25%/30%. In level 5 adds Spell Resistance 50%. Duration changed to 40 seconds. Cooldown changed to 120 seconds.
- Sprint: Movement Speed changed to: 15%/20%/25%/30%/35%. Added Range Received Damage: -30%/-30%/-30%/-60%/-60%. Mana cost changed to 100/120/140/160/180. Cooldown changed to 40 seconds.

Archer:
- Rapid Shot: Hit Chance changed to Critical Chance: -50%.
- Duelist: Hit Chance changed to Critical Chance.
- Hinder: Opponent Hit Chance changed to Opponent Damage Bonus: -2%/-4%/-6%/-8%/-10%.
- Finesse: Opponent Hit Chance changed to Opponent Critical Chance: -10%/-25%/-40%/-60%/-90%. Duration changed to: 10/15/20/25/30.
- Dodge: Evasion Chance changed to 30/35/40/60/90.
- Evasive Tactics: Hit Chance changed to Damage Bonus: -2%/-4%/-6%/-7%/-8%.
- Cat Reflexes: Evade Chance changed to: 5%/10%/15%/20%/25%.
- Spell Elude: Spell Resistance changed to: 20%/50%/90%/140%/200%.
- Escapist: Cooldown raised to 75 seconds.
- Eagle's Eyes: Hit Chance changed to Opponent Evade Chance: -10%/-15%/-20%/-25%/-35%.
- Point Shot: Hit Chance changed to: 130%/140%/150%/160%/180%. Added Attack Range: -30%/-25%/-20%/-10%/-0%.
- Retaliation: Cooldown changed to 30 seconds. Mana cost changed to 120/140/160/180/200.

Marksman:
- Focus: Spell Focus changed to Opponent Spell Resistance -25%/-30%/-35%/-40%/-50%.
- Killer Instinct: Hit Chance changed to Opponent Evasion Chance: -100%. Added Attack Range +15%. Can only be casted in Fort Wall Walks and high zones of Castles.
- Hawk's Gaze: Hit Chance changed to Opponent Evade Chance: -10%/-20%/-30%/-40%/-50%.
- Trained Eye: Hit Chance changed to Critical Chance: 10%/30%/50%/70%/100%.
- Finger Crush: Hit Chance changed to Attack Speed.

Mage:
- Protection Dome: Spell Resist Chance changed to Absolute Spell Resist Chance: 3%/6%/10%/16%/25%. Duration changed to: 20.
- Curse: Opponent Hit Chance changed to Opponent Critical Chance: -10%/-15%/-20%/-25%/-30%. Opponent Spell Focus changed to Opponent Damage Bonus: -2%/-4%/-6%/-7%/-8%.
- Blindness: Miss Chance changed to Opponent Evasion Chance: 50%. Duration changed to 10/15/20/25/30 seconds.
- Bless: Hit Chance and Spell Focus changed to Casting Speed and Attack Speed: 5%/5%/7%/7%/10%. Duration changed to 30/60/90/120/150 seconds. Cooldown changed to 15 seconds.

Warlock:
- Petrify Hands: Hit Chance changed to Critical Chance.
- Sadistic Guards: Spell Resistance changed to -30%/-40%/-50%/-70%/-100%. Duration changed to 60/55/45/35/30 seconds. Mana cost changed to 140/155/160/175/190.

Conjurer:
- Resurrect: Removed Hit Chance.
- Shifting Silhouette: Opponent Miss Chance changed to Evade Chance: 15%/30%/45%/60%/100%. At level 5, gives -10% Ranged Received Damage and +10% Melee Received Damage. Cooldown changed to 80 seconds. Cast on self only. Mana cost changed to 220/260/300/340/380.

Interface:
- Added: Character Sheet now allows to expand attributes to see: Spell Resistance, Health and Mana Regeneration, Movement Speed, Combat Range and Casting Speed Bonus.
- Added: Skill status of "Only blockable / resistable at 100%". This already existed for several skills but was not being mentioned in the tooltip.
- Added: When damage is reflected, now it's shown in the Combat Log after the spell or hit damage as "Reflected [X damage]" or "R[X]" if shortened combat log option is on.
- Modified: World Map height raised for it to show all forts and castles in default centered view.

Client - Sounds:
- Fixed: Ambient sounds sometimes were not being removed. Also, "Desert Wind" sound adjusted to something more tolerable.

Minor Fixes/Tweaks

Gameplay - System:
- Added: Experience reward for players with level lower than 60 when holding/recovering a fort/castle or defending a realm wall. Initially (not final numbers) the reward is handed this way:
Fort: 100 exp base.
Castle: 150 exp base.
Realm Wall: 200 exp base.

Levels from 1 to 19:
Base x 0.5 x Level (IE: A level 15 would get for defending a realm wall 200 x 0.5 x 15 = 1500 exp)
Levels from 20 to 39:
Base x 0.75 x Level (IE: A level 30 would get for holding a castle 150 x 0.75 x 30 = 3375 exp)
Levels from 40 to 59:
Base x Level (IE: A level 50 would get for holding a fort 100 x 50 = 5000 exp)

Last edited by Frosk; 05-12-2015 at 03:11 PM. Reason: Added changelog
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