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Old 04-08-2015, 11:06 AM   #1
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Hit chance being turned into crit damage seems unnecessary imo. Hit chance had almost no effect with the old system, so hit chance spells/gems/gear was worthless. I'd be more inclined to replace hit chance with some value of evade % - rework the number a little and allow the class with the higher dexterity have substantially higher evades. Of course an archer who wants to max out their evade chance will do so at the cost of spells that increase damage or cc's, but that's all part of the balance.
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Old 04-08-2015, 11:16 AM   #2
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Has anyone had any luck testing Warlock on amun?
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Old 04-08-2015, 12:45 PM   #3
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I would much prefer NGD to remove resists/block/evade to rng, things like that should be tied to skills used. I think the worst thing is having someone resist your spells while they're standing still, or running away without even casting a spell.

You already have some spells in place for evading and blocking, I have seen the return of resists while someone is knocked as well. Let's face it the system makes no sense.

If we were to evade/resist/block/dodge I would rather it be tied to spells used.

I would also like to see a stat that benefits mages as well, more so warlocks that isn't cast speed or int/mana.
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Old 04-08-2015, 11:51 PM   #4
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Quote:
Originally Posted by Iheartpancakes View Post
Has anyone had any luck testing Warlock on amun?
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Originally Posted by ShadowForce View Post
I've spent a good few hours testing on Amun now, mainly on my warlock. In my honest opinion there are still too many resists present. More than 1 resist in a single pvp is too many Imo. Like it has been mentioned above; remove random resists completely and add or rework some spells in each class to provide spell resistance. There is still too much of a luck factor as things are. A dev mentioned somewhere that the update is supposed to bring in more of a skill factor. As it stands, you can master your class in certain scenarios and make every right move but still end up dying, that's not right I'm afraid. NGD, balancing sub classes to the best of your ability and then throwing in the roll of a dice contradicts and negates that said balance. People will argue that if there are no resists it is too easy to chain spells. What is failed to be mentioned though is factoring in team play. In a game predominantly designed around RvR, why should you be able to roam around the warzone alone, stumble across a lock or a hunter, and resist your way out of trouble randomly. No consequence for the risk?
In one pvp vs a marksman 3 of my spells were resisted (not casted on SOTW). Warlock is therefore still not a viable class in the warzone imo. I have a Warmaster Lock and have spent enough time playing the class to know that even with the new RNG on Amun, the resist level is still not low enough for this class to not feel frustrating.
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Old 04-09-2015, 11:40 AM   #5
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Default On the other hand...

I just toasted a few barbs at haven, even with some resist a barb has as much chance as a ice cube in hell against a lock in wz. With no resists its not even worth trying against lock/hunter as a melee class.

And i am sure a rusty lock.

/A
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Old 04-09-2015, 12:27 PM   #6
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Alo.

Found some time to mess a little bit with new patch on Amun.

1. RNG seems working ok. There are some fancy situations from time to time, but it is quite good and robust in overall.

2. I get some weird results considering critical damage. In the photo below, i got a new (less fancy) setup this time, and got some (really few) hits on Dee. (Thank you Dee for being the dummy!)

As you can see, the "Ratio : Critical/Normal" can exceed even the "Worst Ratio : Max_Crit/Min_Normal" derived by character sheet. This could generally happen, but implies (at least) that the damage armor reduction is applied after the critical damage (?). If this is the case, it is weird in my opinion.



Anyway, just wanted to post it for further discussion. I repeat, RNG system seems better than the previous one.

Best,
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Old 04-09-2015, 06:07 PM   #7
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can i just ask one thing

what was wrong with regnums RNG? It used to produce real random numbers, right? and now, it was changed so the chance for resist/evade/whatever-chains is smaller? so, ngd basically manipulated the probability?
as far as i know, people weren't really having a problem with how probability works but rather with the amount of resists in general, which used to be (and still is on liveserver) about 30% for non-damaging stun spells. Lowering the resist rate in general would have been enough, I'd say, but definitely necessary nevertheless.
since this is probably solved now, I shouldn't complain anyway. there is so much to do for ngd, I hope they'll get around to everything one day.
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Old 04-09-2015, 06:25 PM   #8
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Can any1 give me an explanation how the RNG/resistrate works...? I cant find one anywhere. i dislike to estimate things, i need accurate results
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Old 04-10-2015, 09:40 AM   #9
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Quote:
Originally Posted by schachteana View Post
can i just ask one thing

what was wrong with regnums RNG? It used to produce real random numbers, right? and now, it was changed so the chance for resist/evade/whatever-chains is smaller? so, ngd basically manipulated the probability?
as far as i know, people weren't really having a problem with how probability works but rather with the amount of resists in general, which used to be (and still is on liveserver) about 30% for non-damaging stun spells. Lowering the resist rate in general would have been enough, I'd say, but definitely necessary nevertheless.
since this is probably solved now, I shouldn't complain anyway. there is so much to do for ngd, I hope they'll get around to everything one day.
As far as i understood, the previous RNG was working well in the long-term, but not in the short-term. So i guess they changed their algorithms to reach the expected probability in less hits, i.e. in short-term (check this).
Not really sure if they manipulate the probability, using any soft of conditional probabilities, but the new RNG systems seems to be more robust in the short-term than the previous one.

Quote:
Originally Posted by Ivramartono View Post
Can any1 give me an explanation how the RNG/resistrate works...? I cant find one anywhere. i dislike to estimate things, i need accurate results
I don't think NGD will ever present the exact formulas, so as to avoid any game exploit by the user-base.

As Adrian said in a previous post, there is much work to be done yet. I doubt that this patch will come soon on live servers.
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Old 04-19-2015, 01:37 AM   #10
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Quote:
Originally Posted by schachteana View Post
can i just ask one thing

what was wrong with regnums RNG? It used to produce real random numbers, right? and now, it was changed so the chance for resist/evade/whatever-chains is smaller? so, ngd basically manipulated the probability?
as far as i know, people weren't really having a problem with how probability works but rather with the amount of resists in general, which used to be (and still is on liveserver) about 30% for non-damaging stun spells. Lowering the resist rate in general would have been enough, I'd say, but definitely necessary nevertheless.
since this is probably solved now, I shouldn't complain anyway. there is so much to do for ngd, I hope they'll get around to everything one day.
The exact term about the complaint about the RNG is the redudancy. It means the probability that , whereas those numbers are random at long scale, they repeat themself at short scale.
This in the game made some really annoying sequences where all spells were resisted therefore completely changing the course of the fight.
So to answer your question those were not random numbers but sequential numbers. That's what was corrected.
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