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General discussion Topics related to various aspects of Champions of Regnum |
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06-11-2015, 12:03 PM | #11 | |
NGD·Studios
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06-11-2015, 12:26 PM | #12 | |
Master
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They'll always look for a way how to cheat the 'test', they'll make screenshots when their spells get resisted and ignore the cases when not; they'll do testing untill it will fit their opinion, and then come out with 'results' to prove you're wrong. It's a kind of sciamachy, you can't win that, people will always blame resists for them playing bad or just getting zerged.
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06-11-2015, 01:05 PM | #13 | |
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Location: The Korr-Tabhar to Altaruk trade-route.
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06-11-2015, 01:14 PM | #14 | |
NGD·Studios
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Critical chance magnification for mages is needed to be enhanced (surely in Staff Mastery) but it will be thought carefully. All of these things can backfire if not thought properly. Some may be tired of waiting, but it's worse to hurry in such delicate matters.
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06-11-2015, 01:34 PM | #15 |
Master
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/me peeks out.
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Slartibartfast / Slartibartflask / Phartiphukborlz / Slartibarbfast / Blart Versenwald :: The true Goat of Alsius
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06-11-2015, 03:41 PM | #16 | |
Initiate
Join Date: Jan 2014
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06-11-2015, 03:47 PM | #17 | |
Banned
Join Date: Mar 2013
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06-11-2015, 07:19 PM | #18 |
Apprentice
Join Date: Jul 2013
Posts: 66
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there are important points you need to be cautious with. mages were always cc-ers. the damage of the 2 dots have been on the low side for a very long time, it should stay like that.
mages have been relying the least on gear stats. any drastic or wrong changes to this can ruin the game step by step. staff mastery needs to be reworked, just for the few people who are geared for staff mastery. actually mages were initially spell casters and cast speed is just terribly slow without cast speed gear after the cs fix. people often say "mages should scale like the rest" etc. But what about those players who play mages to compete with the average player? tldr, i dont think critical should affect mages. or atleast keep it minimalistic, hit chance used to be next to useless so it should be the same case with critical chances Last edited by mind-trick; 06-11-2015 at 07:36 PM. |
06-11-2015, 08:08 PM | #19 | |||
Master
Join Date: Apr 2009
Posts: 308
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i did some quick tests against Sambro. Is this a good one to test the Real numbers? So i have done 30 hits at Sambro. 1. Crit. chance with equipment (+122%) = 9,55% 1 x evaded (real 29 hits landed at Sambro) 2 x Crit. hit = 6,89% 2. Crit. chance with equipment and Mat. refl. (+300%) = 22,45% 2 x evaded (real 28 hits landed at Sambro) 5 x Crit. hit = 17,86% 3. Crit. chance with equipment and Execution (+175%) and Mat. refl. (+300%) = 29,97% 2 x evaded (real 28 hits landed at Sambro) 6 x Crit. hit = 21,43% Is this enough? Or what can i do to test it better? I can remeber, that i have landed at Vesper much more Crit. hits (e.g. 4 or 5 in a row) before RNG update with my 85,6% Crit. chance. What about the Aventurin? +25% Crit. chance max. today. Not that much. Quote:
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06-12-2015, 04:59 AM | #20 | |
Apprentice
Join Date: May 2014
Location: The Korr-Tabhar to Altaruk trade-route.
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We don't want mages to be locked into one particular set of play-styles. We just want mages to be balanced such that if they wish to deal more damage (or more healing in the case of healers), they must sacrifice some control, and vice versa. The damage (or healing) gained by sacrificing control should be a viable option when executed intelligently. To say that low damage output is a good thing on mages assumes that mages cannot fill the damage role, and were never intended to be able to fill the damage role. That is a huge misconception, and if the developers would take a look at staff mastery and mages' other attack-focused trees in terms of viability with attack in mind and restore mages' full range of versatility without lowering the skill cap, all while maintaining the interclass balance across the game, that would be a very good thing. As Adrián says, such a task is easier to talk about than to execute, and balance is tough to hit on mages due to the high skill cap. All that aside, drastic changes do not ruin the game if they are balanced changes that foster dynamic gameplay. In that case, drastic changes are progress. Personally, I'm ready for some drastic changes over here if that's what it takes to bring mages up to date, because playing a class that is severely outdated just feels broken and wrong, even if it is effective under the right circumstances. |
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critical chance, rng |
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