04-15-2015, 07:02 AM | #61 |
Master
Join Date: Dec 2011
Posts: 479
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First off, this sounds very promising, im excited about it again.
I like the one layer approach to things. Maybe its a later topic but, what about item bonuses, stats, buffs that boost hit chance and spell focus? I think they should be kept in, but be converted into an absolute "positive" value to counter the opponents absolute evade, resist and block chance. Say base hit chance is always 100% unbuffed, so say you end with 110% hit chance with all bonuses, then everyone below 10% evade chance have 0% evade chance in reality or 20% evade chance have 10% evade chance in reality. So essentially "absolute" is just a term for a one layer chance, spells that are meant to be truly absolute would need to be high enough to never go below 100% no matter what opponent stats and debuffs you may get hit with. |
04-15-2015, 10:04 AM | #62 | ||||
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Join Date: Mar 2008
Location: Greece
Posts: 112
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And at this point, I would like to see this getting extended to all the other spells as well. Which spells are based on Total Damage Attack and which are based on Weapon Damage. And how Total Damage Attack is defined anyway? Does it include, for example, Recharged Arrows or not? All these have to be clarified, if we like boasting that we do have a straightforward spell and evasion/resist/block system. Quote:
Of course the big question here is what will be the fate of Hit Chance, since on the new system is considered as 100% (if I am not mistaken). With what Attribute will it be replaced on spells/gems/armor/weapons? Critical chance or Spell Focus (and Evasion / Spell Resistance) could be an idea for melee/archers and mages, respectively. I guess we have to wait on this a bit more. I have some questions at this point: 1. If NGD abandons the idea of Critical Damage, it will return back to the formula of (1+1/3) * Normal_Hit ? Or will this be revised as well ? 2. Assuming that HC is 100% on all players, does it mean that a low level player could land hits on a high lvl player on the same success rate as with a high lvl player? This is not necessarily bad, but it could lead to some weird situations, for example on boss raids, where low lvl toons could have a bigger impact than the expected one, since they could land hits (and possibly spells too?) with much higher ease. A comment on this would be appreciated. 3. Will NGD at the final patch give us some more insight regarding Spell Focus / Spell Resistance? I would like to see the corresponding percent on my character sheet, plus some other attributes like attack speed, movement speed, and DPS. This has been already mentioned on the thread here. Thank you, Frosk, for the detailed feedback. All these days I got tired of translating Adrian's posts from the spanish forum thread. I understand that the International community is much smaller than the Spanish-lang one, but we deserve some attention from time to time too. Best,
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Inquisition Last edited by LawZ; 04-15-2015 at 12:15 PM. |
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04-15-2015, 10:54 AM | #63 |
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Join Date: Jun 2013
Location: New Zealand
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What about those classes where HC seems useless, and criticals don't exist? Will the spells get criticals?
May aswell give those classes a special case where any spell can't be dispelled, in place of a critical hit or something equally retarded (e.g DoT does entire damage as direct damage, why not, fuck it). Seems fair with these 50m 1200dmg hits. Funz. Best,
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04-15-2015, 11:46 AM | #64 | |
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04-15-2015, 12:04 PM | #65 |
Banned
Join Date: Oct 2012
Posts: 16
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Tried to check stuff on Amun but the system doesn't seem to see my lv 48 warlock and I had to create a level one char....I can't check anything with.
Guess I will just leave it |
04-15-2015, 12:07 PM | #66 | |
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Best,
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04-15-2015, 12:44 PM | #67 |
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Location: New Zealand
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May as well. 50 range too for SC. To make it fair.
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04-15-2015, 04:09 PM | #68 |
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Join Date: Aug 2011
Posts: 4,089
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Hey guys,
We'll be updating Amun in a bit with a new version of the game. Here's this version's changelog! Changelog 1.12: 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. Gameplay - Skills: 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 150/225/300/375/450. - 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. 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: Absolute Evasion Chance changed to: 50%/60%/70%/80%/100%. Duration changed to: 4/4/5/6/8. Cooldown raised to 75 seconds. - Son of the Wind: Absolute Spell Resist Chance changed to: 50%/60%/70%/80%/100%. Duration changed to: 4/4/5/6/8. 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%. Interface: - New: Spell Resistance is shown in the Character Sheet. Keep in mind that, as we explained before, absolute chances add up directly. If you have 5%, and the power grants you 50%, you end up with 55%. Non absolute chances porcentually multiply what you already have. If you have 5%, and the power grants 50%, you come out with 7.5% That's it! We'll let you know when the server's up with the new version. Best, |
04-15-2015, 04:18 PM | #69 |
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Join Date: Apr 2010
Posts: 234
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Precise block 450 mana, hahaha. That will be fun.
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04-15-2015, 04:18 PM | #70 |
Master
Join Date: Mar 2011
Posts: 422
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You do realize that you just wrote the same thing twice, don't you? Shouldn't the spell descriptions AND the spell effect descriptions be distinguishable? It does not seem to me that on every item, every spell, every buff, you can easily see whether it's an abolute or relative bonus. And I fear that as soon as it gets translated into other languages, we'll have a big big mess.
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