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General discussion Topics related to various aspects of Champions of Regnum

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Old 08-13-2010, 11:48 PM   #1
Topogigio_BR
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Chilko infect i like the idea of the Dead eye spell, only the damage is not noticeable as some have said, plus i would like to see in this spell a % per lvl debuff too.
lvl1 - +10 damage - 4AS
lvl2 - +14 damage - 8AS
lvl3 - +18 damage - 12 AS
lvl4 - +24 damage - 16 AS
lvl5 - +30 damage - 20 AS

This to make more possible intermediary use of the spell, better to have it on 0 or 5 that is the present situation.
Well depending on the correction to damage i think mana cost could be reviwed too to pu this spell in something like 120 or 150.

Not having range and being a quick damage boost for marks with short cool down i think overall is a great spell.

Good Job.
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Old 08-13-2010, 11:53 PM   #2
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For Dead Eye

I think maybe instead of dmg it should be +range? than marks can combine it with dirty fighting
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Old 08-13-2010, 11:55 PM   #3
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Quote:
Originally Posted by TheMessenger View Post
For Dead Eye

I think maybe instead of dmg it should be +range? than marks can combine it with dirty fighting
That's actually a cool idea if it could be implemented correctly.
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Old 08-14-2010, 12:06 AM   #4
chilko
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hey guys

I know that you have issues with:

Onslaught
Dead Eye
Marksmen mana consumption

We also have strong debates about this things internally and as you know this is not the final update.

let's move on to another topic... like hit chance, evasion & criticals against other players and mobs.

evasion has been a major complain by almost every player in the game, please try to test and give us a feedback about this important features modified for this stage.
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Old 08-14-2010, 12:11 AM   #5
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Quote:
Originally Posted by chilko View Post
hey guys

I know that you have issues with:

Onslaught
Dead Eye
Marksmen mana consumption

We also have strong debates about this things internally and as you know this is not the final update.

let's move on to another topic... like hit chance, evasion & criticals against other players and mobs.

evasion has been a major complain by almost every player in the game, please try to test and give us a feedback about this important features modified for this stage.
chilkooooooooooooooooooooo....answering

but also add mana consumption problems for every class to that its just marks have it the worse because usually conjs syn bond barbs and still have to cast areas+heals.

anyway

From what Ive grind on Amun Ive seen a pretty nice increase in crits when I use point shot. I don't think there has been an increase in crits the farther you are away from a target (or is that not a feature) but with 1k hc I don't think I should get any evades :/
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Old 08-14-2010, 12:13 AM   #6
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My question is:

What exactly does "1000" hit chance stand for? What is the number calculated into?? Concentration, Dex?
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Old 08-14-2010, 12:26 AM   #7
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I still think mobs evade and hit chance should be reduced a lot more.

Grinding is supposed to be easier at higher levels but take longer, at the moment, its hard because of evades/resists and its a huge amount of experience to get up anyway
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Old 08-14-2010, 12:59 AM   #8
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Tested marks crits against a knight.
22.5% critical hit chance in the character sheet, after buffs.
21/74 hits were critical. (28%)

Seems like a big difference, but it's a small test. Not sure if that's significant. What worries me more is that on the live servers I can get around 75% crit chance with a marksman, shooting from max range. For the majority of marksmen this will increase their critical hits, but for the ones who skilled and used their range to get crits it's quite the nerf.

crits on live servers:
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Old 08-14-2010, 12:33 AM   #9
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Well, mob evades are still too high, even the 'white' ones have huge evade streaks.

On players now stuff is clearer, formula is not messy, criticals are crystal clear now..

Everythings nice.
So yeah, not a whole lot to comment, stuff improved, its more intuitive and less random, and will improve our repertoire of useful skills.


Im worried about the +MISS CHANCE skills, even the font you guys use to mark missed hits is outdated, will these skills get changed?
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Old 08-14-2010, 12:42 AM   #10
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Complaints about hit chance? Well, it's still not a huge issue when you've just got 20% of your hit chance... Extremely high hit chance on the other hand is working a bit better, at least it feels like I'm hitting more often through escapist with eagles eye and 95 conc/ 125 conc

Quote:
Originally Posted by _Enio_ View Post
As Hunter, Knight and Barb you can play in a way conserving and gaining mana in fight by cutting down the spells/buffs you cast while concentrating on normals.
Yeah, cutting down to 2 spells / minute (which is more than comparable to the damage boost of recharged arrows, in fact recharged arrows are far better)
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