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Old 08-14-2010, 10:10 AM   #81
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like barbarians, when a marksman is heavily buffed he could hit equally as hard. but in everyday situations i will not use the Dead Eye skill as the drop in attack speed isn't worth it as mentioned before by many other marksman. For a skill with a 20 second duration and 45 second cooldown i don't see why we need a malus? and attack speed is just too important to drop. this skill is definitely going in the right direction tho

the drop in base attack damage over the last couple of stages has made me want to skill shield pierce . +1 for that

the new evade and resist rates are awesome. well done with that regards and another +1 for displaying a critical percentage
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Old 08-14-2010, 10:45 AM   #82
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Quote:
Originally Posted by Shwish View Post
http://i653.photobucket.com/albums/u...screenshot.jpg

like barbarians, when a marksman is heavily buffed he could hit equally as hard. but in everyday situations i will not use the Dead Eye skill as the drop in attack speed isn't worth it as mentioned before by many other marksman. For a skill with a 20 second duration and 45 second cooldown i don't see why we need a malus? and attack speed is just too important to drop. this skill is definitely going in the right direction tho

the drop in base attack damage over the last couple of stages has made me want to skill shield pierce . +1 for that

the new evade and resist rates are awesome. well done with that regards and another +1 for displaying a critical percentage
Well this kinda sucks. The barbarians should have highest damage in the game in my oppinion. Hitting 1000 on Amun is almost rare, even with attack spells like beast attack, south cross, etc ...
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Old 08-14-2010, 11:08 AM   #83
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It's just a 36% chance to hit that high
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Old 08-14-2010, 11:14 AM   #84
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I am playing with a lvl 38 bb and the new evade with the mobs is clearly noticeable. I also like the critical chance in the stats, and the fact that thirst for bloods damage increase is updated.

What I don't like. Yellow colored damage numbers? Well, is not such a deal, but I think red looked much better. I guess you want to make it more visible in war. And the leveling. The mobs evade and resist less than before (about time!!) but since we do less damage I need more hits to kill them and I get more damage myself. So, I am not sure whether it is improved or is getting worst. Maybe you should put down mobs' life (which by the way would help balancing hunters pets).

What about Onslaught the bb just going a bit slower than the rest because is playing a horn. It would be great to make an animation and horn sound and force bbs to buy a horn from a merchant in order to use this skill. I think it would look great on war.

Last edited by Zibnab; 08-14-2010 at 11:43 AM.
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Old 08-14-2010, 11:17 AM   #85
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The crit chances seem to be almost the same as I have in the live server. As someone mentioned, the mob evasion rates seem to be the same, if not worse. Nothing noticeably different. I will let experts pass judgement on this though.
I wouldnt spend points on dead eye in its current form. It gave me about 20 damage boost on a normal orc. I was making an average of 240 damage on that mob with Recharged arrows. 30% of total damage would be (about 70) more attractive. And its current duration is too short for it to be of consequence in scoring a kill especially from range. I just used Maneuver (again a common tree skill getting more useful) at 4 to get a better damage boost (50-70), for lesser mana, esp since now the dex points seem to have better value. Also, I was testing the damage boost from Recharged Arrow at 5 is about 50 now on mages.. not much different from hunter damage again.

Besides, with the current points system, I dont have enough power points to have anything equivalent to my earlier build, let alone new spells which are not that useful. With LS usefulness gone due to damage reduction (not worthwhile due to cast time and mana cost), the number of practically useful spells in Aiming tree comes down to just 2- Strat pos and foresight. With strat pos the most important marks spell, I have to lvl up that tree just for that spell.

The damage throughput of marks has come down a lot with the current set of changes. We would need some sort of counter to this in the form of reduced cool down for one of marks specific damage spells.

BUG: The description for serpent bite at lvl 3 shows 300 piercing damage whereas it should have been 70. Also insightful doesnt work with Arcane devotion.

Also can we get some visual feedback for the duration of Escapist (in the lines of sotw, so you dont waste normal hits on the target?) Most similar spells have this.

One request NGD. We might not be able to test these changes exhaustively in amun, due to lack of RvR situations. Please be mentally ready to make more tweaking once these changes are in the live server. Just take a resolve to get the balance good, once and for all. Thanks.
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Old 08-14-2010, 01:30 PM   #86
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Dead eye, a few changes which could make it into the great spell it couold be...
If it was turned into a passive/duration=cd/activatble spell that would be great, increase the AS reduction to 25% and increase the damage to 35-40% ? something that would put the DPS to be the same as it would be without but provide higher amounts of damage if that makes sense. This way marks can choose to do a fast attack, or slow methodical ones. A passive would make it so marks would have to choose what type of set-up they wanted to skill for, so even on a basic lvl some varity in class would be noticed. Just a few thoughts

And while we are on the topic of picking which "type" of marks a player could be maybe move Dead Eye up in the tree and move Hawks Gaze down..? AS is a common set-up and one which many people would skill so a easier way to obain for lower lvls would be there. Maybe lower manna cost or increase duration/reduce Cd. Dead Eye should be a top lvl spell because of the increase it can provide..?

Anyways, just a few thoughts on how we could improve such a awesome spell with great potential. Thoughts on this or another suggestion similar? Give NGD some ideas on how we can make this spell usable and not another broken/lame spell like some others we already have in our trees.
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Old 08-14-2010, 01:38 PM   #87
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Quote:
Originally Posted by Aeacus View Post
Dead eye, a few changes which could make it into the great spell it couold be...
If it was turned into a passive/duration=cd/activatble spell that would be great, increase the AS reduction to 25% and increase the damage to 35-40% ? something that would put the DPS to be the same as it would be without but provide higher amounts of damage if that makes sense. This way marks can choose to do a fast attack, or slow methodical ones. A passive would make it so marks would have to choose what type of set-up they wanted to skill for, so even on a basic lvl some varity in class would be noticed. Just a few thoughts
IMO if as-penalty is that high, it's just ain't usefull. 30% (as it now) gives 30-40 more damage, so 35-40% would be maybe 40-60 more damage/hit but -25% slower = better dps without it. something like 80-100% damage and -20-25% as could make some difference.

but anyway, they said they are checking it later

Death sentence on hunters, I hope it will be changed to spell that doesn't give boost for their pets+archers that are close to target.
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Old 08-14-2010, 04:43 PM   #88
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I woke up this Saturday morning, got my coffee and was thoroughly intent on testing the changes to resists/evades/criticals.

Amun got:

"Server is not available: C012 Error"

Even though on the server list it's green and shown as "available".

Just an FYI so we can get back to testing.

EDIT: Amun is back up now. Thanks!
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Old 08-14-2010, 04:44 PM   #89
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Quote:
Originally Posted by chilko View Post


Map Changes
  • A group of Dwarf engineers have been working on Trelleborg Save. Let’s see if they found a way to stop the camping.
  • More underground activity of unknown origin around Thorkul’s Rage has been dramatically changing the surrounding landscape.
Any map changes for Syrtis or Ignis planned?
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Old 08-14-2010, 05:01 PM   #90
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Quote:
Originally Posted by killkop View Post
Any map changes for Syrtis or Ignis planned?
They said in one of the threads that they want to change some of the save distances I think and maybe some other stuff
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