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Old 04-25-2015, 01:23 AM   #151
Iheartpancakes
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Quote:
Originally Posted by Kyrenis View Post
I'm almost positive they haven't touched roar range. Barbs have always been able to roar a mage that casted mind push, it is just easier now that mind push takes away less movement speed than before.
I think you're right. Mind push used to be so strong it would seem like barbs came to a halt, giving locks time to run off before getting hit by roar. MP probably was too op tbh, but nerfing slow as well doesn't help. I'd like to see that spell returned to its former glory at least. It's not like it can't be dispelled after all.
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Old 04-25-2015, 01:42 AM   #152
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Quote:
Originally Posted by Iheartpancakes View Post
I think you're right. Mind push used to be so strong it would seem like barbs came to a halt, giving locks time to run off before getting hit by roar. MP probably was too op tbh, but nerfing slow as well doesn't help. I'd like to see that spell returned to its former glory at least. It's not like it can't be dispelled after all.
It was not only that mind push was nerfed in that update, but some time around that update the servers started moving slower as well. Now barbs are able to run into mind push and still roar you, since the range is about the same- and the time it takes to cast it on top of the low amount of speed reduction gives them a second before the effect even makes a difference.

Also, has UM been changed in this update? Because sprint is now going to give barbs 60% absolute resist, and they'll be able to cast UM afterward.

It's obvious no one making decisions on their end even understands how this game works (or how the players think it ought to). GGWP, it was nice knowing some of you guys.
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Old 04-25-2015, 03:00 AM   #153
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Some observations / notes:
*Spells that still have Hit Chance: Hawk's Gaze, Trained Eye, Finger Crush

*Miss Chance Spells (Blindness & Threat): First of all, I think you mean for them to be -Enemy Evade Chance. It doesn't make sense for a debuff to help the opponent. Second of all, they do currently don't change Evade Chance at all during a test duel.

*Shifting Silhouette: +Evade Chance. Relative. Won't have a huge effect, which is fine, we don't have enough power points anyways. My evade chance went from 3% to 6% on a level 60 conjurer.

*Challenging Roar: +30% Spell Resist at level 5 only. Relative. The spell resist part is kind of useless. It does not stack with spell resist from Spring. base_spell_resist*spell_resistance_bonus + absolute_spell_resist_chance. On a level 60 barb, I have base 3.36%, with Challenging Roar5, 5.04, with Challenging Roar5 + Spring5, 65.04.

*Movement speed bug on hit on melee: See this post for details. Still exists.

*Floating point errors: I don't get the floating point error while casting defensive support anymore. It still exists in Mana Regen & HP Regen? (0.49% and 1.49% instead of 0.5% and 1.5%)

*Frosk dropped a word in the change log. Point Shot was changed to Critical Chance. The values are as he says.

*Retaliation looks like this:
Arcane Missile(5)[24]->Target R[219] Caster Perspective
Caster->Arcane Missile(5)[24] R[219] Target Perspective.
Looks good!

*Boats: I was able to go through while being attack by a mob. No cast time. Doesn't seem to be a change, unless it must be triggered by enemy player attack. Where did you see this change in the Spanish forum, Lawz?

*Spell focus / Hit Chance still exists on items (Staves & Armor)

Other random facts:
Weapon Range:
Spear: 2 m
All other melee weapons: 1 m

Mana Regen:
Mage: 1% / s
Warriors: 1.5% / 2
Sitting: 4% / s

HP Regen:
All: 0.5% / s
Sitting: 1.5% / s

Mana Potion: +200% Mana Regen (Not +100% as the casting bar shows.)
HP Potion: +100% HP Regen
Elixir of Restoration: +100% HP Regen; +200% Mana Regen

Cast Speed: Depends on Concentration. cast_speed_bonus = (Concentration - 70) * 0.1% + item_bonus + arcane_devotion_bonus
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Old 04-25-2015, 06:58 AM   #154
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Quote:
Originally Posted by Frosk View Post
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.
Any Fort or Castle? Bad idea. Trell is too close to the gate.

And what about Parabolic Shot? Check the description of the spell, pls :P Blindness seems to be more useless than now. The same thing with Threat. Ring of the Earth/Desert Wanderer's Ring sucks even more, gj :P Good nerf.

You should modify spells that affect the concentration (buffs and debuffs).
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Old 04-25-2015, 09:43 AM   #155
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Quote:
Originally Posted by -Mongoose- View Post
Some observations / notes:
*Spells that still have Hit Chance: Hawk's Gaze, Trained Eye, Finger Crush
Add "Killer Instinct" on this list. It is a WM marksman spell, still with HC bonus on it.

Quote:
Originally Posted by -Mongoose- View Post
*Movement speed bug on hit on melee: See this post for details. Still exists.
+1.

Quote:
Originally Posted by -Mongoose- View Post
*Floating point errors: I don't get the floating point error while casting defensive support anymore. It still exists in Mana Regen & HP Regen? (0.49% and 1.49% instead of 0.5% and 1.5%)
+1. I guess they will calibrate it on the next patch. MS floating point error has been corrected on this patch, I think.

Quote:
Originally Posted by -Mongoose- View Post
*Frosk dropped a word in the change log. Point Shot was changed to Critical Chance. The values are as he says.
Point shot was heavily nerfed moving from absolute crit chance to relative one and adding range malus. It is mentioned on Frosk's changelog though.

Quote:
Originally Posted by -Mongoose- View Post
*Retaliation looks like this:
Arcane Missile(5)[24]->Target R[219] Caster Perspective
Caster->Arcane Missile(5)[24] R[219] Target Perspective.
Looks good!
Looks REALLY good!

Quote:
Originally Posted by -Mongoose- View Post
*Boats: I was able to go through while being attack by a mob. No cast time. Doesn't seem to be a change, unless it must be triggered by enemy player attack. Where did you see this change in the Spanish forum, Lawz?
I was searching for it like half hour and meh can't find it. On that post, Frosk said something like that they they will add a cast-time or a non-combat-mode condition in order for Alsius to use boats. He said it will be included on this patch or on an future one.

Quote:
Originally Posted by -Mongoose- View Post
Cast Speed: Depends on Concentration. cast_speed_bonus = (Concentration - 70) * 0.1% + item_bonus + arcane_devotion_bonus
Gonna test all your formulas after patch goes live. I ll include them on my excel scripts.

Other notes:
- I cried from joy with all these infos on character sheet. The only thing missing from character sheet is "Attack Speed". It can be calculated in "%" or "hits per second". If this is included, then character sheet is completed, imo.
- Bless spell needs a revise, cause it is a bit overpowered imo. Especially the AS bonus of 10%. It will be a bless- & bless-weapon-fest, if this goes live as it is.
- Eve ring crit bonus is still a relative-to-base one. I still expect something more prestigious like a, lower ofc, absolute one. But as I have said on a previous post, either way it is a bit crappy attribute by itself.
- Considering fort respawn on invasion conditions, Alsius have the less advantage cause of smaller map. Maybe, this can be compensated by larger death-cooldown timer? Just throwing an idea here.

Best,
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Last edited by LawZ; 04-26-2015 at 09:00 AM.
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Old 04-25-2015, 12:40 PM   #156
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Quote:
Originally Posted by Frosk View Post
Knight:
- 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.
You do realize this is almost a completely useless spell as you'v changed it right?

lvl 1 lasts 5 seconds, lvl 2 lasts 5 seconds, lvl 3 lasts 10 seconds, lvl 4 lasts 10 seconds, lvl 5 lasts 15 seconds.

in open field this will be utterly useless against any class including other knights. I'v tested it against other knights as well, many many times and its just crap. It has absolutely no use.

An advice: Make it a speed reduction spell or change it back the way it was.

Last edited by Ludwig Von Mises; 04-25-2015 at 12:51 PM.
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Old 04-25-2015, 01:28 PM   #157
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So you have added hp and mana reg to the character sheet, but tbh i don't know what to do with this information.

There are only legendary items which effect those stats. So nothing the majority of player can actually effect at all.

Instead of recycling the same spells with just different -resistance values etc. on all classes you might want to add some

-/+ % hp/mana regen as well.
Also - % Casting speed is a very rare effect (only TM atm?)
Might be an interesting change for challange as an example.


If you add more - % Casting speed for example, spells like brain pierce would also become more interesting (if you actually changed it so the canceled spell goes into cd), creating combos like this. Always been an interesting spell imo, with currently no use.
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Old 04-25-2015, 02:18 PM   #158
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Quote:
Originally Posted by halvdan View Post
I think much more fun will be that +60% absolute resist chance on spring.
Just imagine, rushing barb with UM, no CC will work - and mind push will be resisted often due to that 60% absolute resist chance.
Yay, I really wouldn't love to be a mage if this happens
In an earlier post frosk mentioned this:

"Added: Skill status of "Only blockable / resistable at 100%". This already existed for several skills but was not being mentioned in the tooltip."

Mind Push was included in this as far as i know, did they change it again? If not the resistance from spring won't help against mind push.

I think all control spells with no dmg were included in this.
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Old 04-25-2015, 02:39 PM   #159
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The first step of their challenging roadmap is not done yet while they put a deadline for mid-april. A formula combat is not so hard to do one whereas changing, enhance a c++ program... You will never be in time for your roadmap NGD
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Old 04-25-2015, 02:57 PM   #160
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Quote:
Originally Posted by Zarakaye View Post
The first step of their challenging roadmap is not done yet while they put a deadline for mid-april. A formula combat is not so hard to do one whereas changing, enhance a c++ program... You will never be in time for your roadmap NGD
Those deadlines are estimated.
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