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Old 04-23-2015, 12:51 PM   #131
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By translating from the corresponding spanish thread, Adrian said that a new "more polished" patch will be soon on. Already downloaded a patch of ~10 MB, but still Amun is off (since yesterday afaik).

Moreover, from a post of Frosk in a spanish thread, I read that a modification will be introduced on alsius boats. Alsius will be able to use them only when they are out-of-combat mode or a casting-time will be introduced. We have to wait for an official changelog on that....

Brace yourself for a new round of tests. :~

Best,
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Last edited by LawZ; 04-23-2015 at 01:09 PM. Reason: Additional info for alsius boats.
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Old 04-24-2015, 09:23 PM   #132
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New version uploaded at Amun!

Gameplay - System:
- Removed: Offensive Wall Camps.
- New: When you're attempting an Invasion (vulnerated a realm) and you die in its Realm Wall Door zone, you can choose to respawn in any of its Forts or Castle that you still have captured. We would like to thank user Dimitriu for this suggestion, as we adopted this feature from one of his posts.

Gameplay - Interface:
- Added: Character Sheet now allows to expand attributes to see: Health and Mana Regeneration, Movement Speed, Combat Range and Casting Speed Bonus.
- Modified: Basic Critical Chance given by items depending on its quality and material raised.
- Added: When damage is reflected, now it's shown in the Combat Log after the spell or hit damage as "Reflected [X damage]" or "R[X]" if shortened combat log option is on.

Gameplay - Skills:

- Fixed: Retaliation now reflects spell damage.

- Retaliation: Cooldown changed to 30 seconds. Mana cost changed to 120/140/160/180/200.
- Eagle's Eyes: Hit Chance changed to Opponent Evade Chance: -10%/-15%/-20%/-25%/-35%.
- Point Shot: Hit Chance changed to: 130%/140%/150%/160%/180%. Added Attack Range: -30%/-25%/-20%/-10%/-0%.
- Threat: Miss Chance changed to Opponent Evasion Chance: 20%/30%/40%/60%/80%.
- Challenging Roar: Hit Chance changed to Casting Speed: 10%/15%/20%/25%/30%. In level 5 adds Spell Resistance 50%. Duration changed to 40 seconds. Cooldown changed to 120 seconds.
- Blindness: Miss Chance changed to Opponent Evasion Chance: 50%. Duration changed to 10/15/20/25/30 seconds.
- Bless: Hit Chance and Spell Focus changed to Casting Speed and Attack Speed: 5%/5%/7%/7%/10%. Duration changed to 30/60/90/120/150 seconds. Cooldown changed to 15 seconds.
- Petrify Hands: Hit Chance changed to Critical Chance.
- Sadistic Guards: Spell Resistance changed to -30%/-40%/-50%/-70%/-100%. Duration changed to 60/55/45/35/30 seconds. Mana cost changed to 140/155/160/175/190.
- Resurrect: Removed Hit Chance.
- Shifting Silhouette: Opponent Miss Chance changed to Evade Chance: 15%/30%/45%/60%/100%. At level 5, gives -10% Ranged Received Damage. Cooldown changed to 80 seconds. Cast on self only. Mana cost changed to 220/260/300/340/380.
- Focus: Spell Focus changed to Opponent Spell Resistance -25%/-30%/-35%/-40%/-50%.
- Sprint: Movement Speed changed to: 15%/20%/25%/30%/35%. Added Absolute Spell Resistance from level 3: 15%/30%/60%. Duration changed to 8/8/6/6/6. Cooldown changed to 60 sec. Mana cost changed to 100/120/140/160/180.
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Old 04-24-2015, 09:33 PM   #133
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Quote:
Originally Posted by Frosk View Post
- Sprint: Movement Speed changed to: 15%/20%/25%/30%/35%. Added Absolute Spell Resistance from level 3: 15%/30%/60%. Duration changed to 8/8/6/6/6. Cooldown changed to 60 sec. Mana cost changed to 100/120/140/160/180.
why is this necessary? i dont think nerfing their overall movement is a good idea, especially not if they become Sonic for only 6 seconds with a 1 min cd. in the long run it wouldnt be good, as mind push would basically not stop any barb with spring
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Old 04-24-2015, 09:51 PM   #134
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ok... i tested spring on amun a couple times. it was ridiculous how slow barbs are now..
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Old 04-24-2015, 09:55 PM   #135
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Why remove Miss chance from Thread? Miss chance was quite a nice feature, not much used and if used, it was quite a low chance to trigger it, but one advantage of it was, that it worked on both normal hits and spells.

Challenging Roar will now allow barb to use fulmi for areas.

Retaliation now reflects spell damage .. it always did.
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Old 04-24-2015, 09:56 PM   #136
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Quote:
Originally Posted by Frosk View Post
- Bless: Hit Chance and Spell Focus changed to Casting Speed and Attack Speed: 5%/5%/7%/7%/10%. Duration changed to 30/60/90/120/150 seconds. Cooldown changed to 15 seconds.
Everything looks pretty good, except this. Barb attack speed is already crazy as hell. I wouldn't like to see a permanent 10% as increase (yes it would be permanent with this spell) while dual wielding is OP as balls. We're basically looking at insta-death here.
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Old 04-24-2015, 10:00 PM   #137
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Quote:
Originally Posted by mind-trick View Post
why is this necessary? i dont think nerfing their overall movement is a good idea, especially not if they become Sonic for only 6 seconds with a 1 min cd. in the long run it wouldnt be good, as mind push would basically not stop any barb with spring
It actually seems like an interesting change to me, since the duration actually drops the higher the level, so it doesn't have to have 5 points wasted on necessarily.

Quote:
Originally Posted by Iheartpancakes View Post
Everything looks pretty good, except this. Barb attack speed is already crazy as hell. I wouldn't like to see a permanent 10% as increase (yes it would be permanent with this spell) while dual wielding is OP as balls. We're basically looking at insta-death here.
I kinda agree, maybe just leave casting speed and only 5% attack speed? Not every barb has 7% attack speed gems.

Something like this:

- Bless: Hit Chance and Spell Focus changed to Casting Speed 5%/5%/7%/7%/10% and Attack Speed: - / - / - /3%/5%. Duration changed to 30/60/90/120/150 seconds. Cooldown changed to 15 seconds.

Or, just make it into a critical hit chance spell.
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Old 04-24-2015, 10:13 PM   #138
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Quote:
- Bless: Hit Chance and Spell Focus changed to Casting Speed and Attack Speed: 5%/5%/7%/7%/10%. Duration changed to 30/60/90/120/150 seconds. Cooldown changed to 15 seconds.
No!

Quote:
Originally Posted by Raindance View Post
Or, just make it into a critical hit chance spell.
^This is a better idea.

Quote:
- Retaliation: Cooldown changed to 30 seconds. Mana cost changed to 120/140/160/180/200.
I agree that the cooldown should be longer than it currently is... but those mana costs are a little bit too much for that spell.

Quote:
- New: When you're attempting an Invasion (vulnerated a realm) and you die in its Realm Wall Door zone, you can choose to respawn in any of its Forts or Castle that you still have captured. We would like to thank user Dimitriu for this suggestion, as we adopted this feature from one of his posts.
Good idea.

Quote:
- Added: When damage is reflected, now it's shown in the Combat Log after the spell or hit damage as "Reflected [X damage]" or "R[X]" if shortened combat log option is on.
Finally!
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Old 04-24-2015, 10:15 PM   #139
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Quote:
Originally Posted by Iheartpancakes View Post
Everything looks pretty good, except this. Barb attack speed is already crazy as hell. I wouldn't like to see a permanent 10% as increase (yes it would be permanent with this spell) while dual wielding is OP as balls. We're basically looking at insta-death here.
Absolutelly agree with this.

Quote:
Originally Posted by Frosk View Post
- Sprint: Movement Speed changed to: 15%/20%/25%/30%/35%.
This is ridiculous. Buffing barb speed from 25% to 35% while you badly nerfed lock's slow. Not to mention buffed barb roar range.

C'mon, what are you doing?

Should we all drop our mage classes and start playing barbs?
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Old 04-24-2015, 10:19 PM   #140
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Quote:
Originally Posted by Slartibartfast View Post
Absolutelly agree with this.



This is ridiculous. Buffing barb speed from 25% to 35% while you badly nerfed lock's slow. Not to mention buffed barb roar range.

C'mon, what are you doing?

Should we all drop our mage classes and start playing barbs?
did you read it further?
cooldown of spring is increased by 40 seconds. RIP barbs, they are underpowered.
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