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Old 04-11-2015, 03:49 AM   #41
crownapollo
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Originally Posted by LawZ View Post
I was waiting for the expert to comment...!

Well i guess they assumed HC = 100% (absolute) for all players in order (maybe) to avoid the calculation "HC - Evasion" and alleviate the server computational burden? That could be a rational explanation, couldnt it?
And since they didnt know what to do with HC stat, they replaced it with Critical Damage.
The critical damage stat is an even worse idea than hit chance IMO...The damage boost for critical hits is going to be even more BULLSHIT for archers and barbs. Hit chance wasn't completely useless, and neither is +evade...Just a few points in evade raises your evade chance by a couple percent. Hit chance also raised critical chance.

NGD please remove the critical damage stat before this goes live. I will finally completely quit this game, and a lot of other players (mostly mages) aren't too happy either.
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Old 04-11-2015, 10:57 AM   #42
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They still need to work on it guys. To be short they succeeded so far in raising the hit chance, but now they have to decrease the critical hit change/critical damage. Or something like that. Give em some time
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Old 04-11-2015, 04:20 PM   #43
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My reflections and observations regarding critical hit chance and critical damage:

1) Question: we have no more hit chance that was affecting evasion attribute. This resulted in the past in massive spam of evades when lower lvl players were hiting higher lvl players. Does it now mean that all players have same chance to land normal hit regardless of the opponents lvl? This would be BIG PLUS towards new low lvl players who most time are helpless against higher lvl opponents.

2) Question: What to do with Finesse spell? Its unchanged on amun server, shouldnt it now affect critical hit chance or damage instead of "removed" hit chance"?

Observations:

We got doubbled attribute in weapons that affects equally the critical hit chance, this can be reduced to single attribute.
Currently we got:

+critical hit in armor/weapons with result +10= 1% critical hit chance
+X concentration with result +10 concentration= 1% crtitical hit chance

splitting this between two different attributes may lead to confusion and bugs cause more complicated formula.

Review of spells- as i play only warrior and archer class and their subclasses i review only their spells:

1) ARCHER

Adaptability-nice spell works perfect, no change need maybe except increasing its duration to 20 sek at lvl 5

Evasive tactics/rapid shot-> nice trade for protection/attack speed vs critical damage, excellent work, no change needed

Dodge and passive cat reflexes-useless, needs change from an %boost of current evasion to simple addon like for example got evasion 5% + cat reflexes +15%, final result my evasion is 20%, will need careful values adjustement for balance. Anyway current state of these spells is unacceptable

Meditation useless>lvl 5=+3%

concentration passives- useless considering how much they affect critical hit chance, needs rethinking

Point shot-excellent spell no change needed

duelist- nice passive boosting critical damage, except abuse from boss jewellery good as it is (spell is oki, the damage calculation from jewellery needs rethinking but its a subject for another thread)

Marksman spells:

Hawks Gaze-excellent spell (we may see short bow marksman again in the war zone with critical hit setup at warzone, something new that adds variety to this subclass )

trained eye- works like duelist, theoreticaly its nice tho it might be ill-used to overboost critical damage, needs rethinking

2) WARRIOR:

Martial defence- works good, keep it unchanged

Execution- works good, keep it unchanged

Martial reflexes works good no change needed

Rigorous preparations-useless spell, needs change/rethinking

OTHER SPELLS:

Hinder, challenge and other debuffs that affect critical damage-I like them, seems to be balanced counterweapon against critical damage, seems to be well balanced tho i feel that i hadnt test them enough

Challenging roar- its a nice balanced spell BUT BARBARIAN IS OVERPOWERED ALREADY does he really need it? I think not.

jewellery

current stats of hypnotizing amulet and boss rings (i tested my friends ring of the earth) have neglible influence on the stats they are affecting, needs rethinking/adjustement
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Old 04-11-2015, 06:54 PM   #44
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And mages? Make mage's spells crit too, please, including DoT ticks.
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Old 04-11-2015, 07:00 PM   #45
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Quote:
Originally Posted by godismyjudge View Post
And mages? Make mage's spells crit too, please, including DoT ticks.
Who cares about mages?
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Old 04-12-2015, 01:14 AM   #46
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I'v been going to test out and observe the RNG at amun, and must say, there is still too much resists for my taste.
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Old 04-12-2015, 02:41 AM   #47
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Quote:
Originally Posted by Ludwig Von Mises View Post
I'v been going to test out and observe the RNG at amun, and must say, there is still too much resists for my taste.
Hmm yes, indeed. There does seem to be a lot of resists in the helpful screenshot you provided. Fortunately you didn't just write a line of useless shit.
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Old 04-12-2015, 02:50 AM   #48
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Quote:
Originally Posted by Iheartpancakes View Post
Fortunately you didn't just write a line of useless shit.
A troll is hurt poor child. ::P
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Old 04-12-2015, 08:58 AM   #49
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The problem is not only their RNG, but the community which will always cry about resists even if resist rate were minimized.

That's why I feel sorry for NGD doing this...even if they do great job, people will still cry because the main issue is in players who cannot admit their faults in war.
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Old 04-12-2015, 09:59 AM   #50
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Quote:
Originally Posted by halvdan View Post
That's why I feel sorry for NGD doing this...even if they do great job, people will still cry because the main issue is in players who cannot admit their faults in war.
Do you ever make sense on the forum?
If you think they do a great job, thats fine. but people are here who share feedback and different opinions. if you never criticise shit then what are you discussing on the forum
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