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View Poll Results: Did you test all the skills with your main character since the 1.0.6 update?
Yes 17 56.67%
No 13 43.33%
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Old 05-24-2009, 09:04 PM   #11
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Quote:
Originally Posted by Vroek View Post
But its only lower level spells that wont cancel.
And it seem to be working because it creates some new issues
http://www.regnumonline.com.ar/forum...360#post708360

But it think you have a point and id like to see DoT work better as well.
But i want the 2nd spell to cut in after the first if there is enough duration left.

Example:
Lightning lvl 5
240
240
240
Lightning lvl 4
240
240
200
200
200
yes yes indeed....

but if we all have lvl 5 lightning it will be

lightning 5 a
240 a
lightning 5 b
240 b
240 b
lightning 5 c
240 c
240 c
240 c
240 c
240 c

the full effect of the skills are canceled of the previous casts.

1.0.6. said that the skills no longer check orientation after being cast, preventing cancelaton of new skills. They did not say that this was for effects only, but it is for effect only not damages. Some effects also still cancel each other...... <test and see>

The link you listed above is very serious...... I hope NGD fixes the problem
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Old 05-24-2009, 09:28 PM   #12
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Quote:
Originally Posted by DemonMonger View Post
yes yes indeed....

but if we all have lvl 5 lightning it will be

lightning 5 a
240 a
lightning 5 b
240 b
240 b
lightning 5 c
240 c
240 c
240 c
240 c
240 c

the full effect of the skills are canceled of the previous casts.

1.0.6. said that the skills no longer check orientation after being cast, preventing cancelaton of new skills. They did not say that this was for effects only, but it is for effect only not damages. Some effects also still cancel each other...... <test and see>

The link you listed above is very serious...... I hope NGD fixes the problem
Your quote of the change log refers to the moving behind back cancellation of spells!
'- Modified: Spells now don't check orientation after casting, avoiding their cancellation.'


my idea it would be like this...

lightning 5 a
240 a
lightning 5 b
240 a
240 a
lightning 5 c
240 a
240 a
240 b
240 c
240 c

So if you dont pay attention you will waste your own skill, i have no problem with that.
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Old 05-24-2009, 09:41 PM   #13
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Quote:
Originally Posted by Vroek View Post
Your quote of the change log refers to the moving behind back cancellation of spells!
'- Modified: Spells now don't check orientation after casting, avoiding their cancellation.'


my idea it would be like this...

lightning 5 a
240 a
lightning 5 b
240 a
240 a
lightning 5 c
240 a
240 a
240 b
240 c
240 c

So if you dont pay attention you will waste your own skill, i have no problem with that.
Ah I see.. I see....
Hmmmm
I feel if a person casts a skill, wastes mana for a skill, and the skill hits the enemy without being resisted.... that the damage should take place.

- Fixed: When a spell finishes it doesn't remove the modifier if other active spell uses that modifier.
- Modified: Spells now don't check orientation after casting, avoiding their cancellation.
- Modified: Low level spells no longer cancel the same spell if it's of a higher level.

Perhaps my idea of NGD's words were lost in translation.....
My hopes...dreams for the words that I read were based on my own translation.
hmm......

Also Mr V.
In war everyone is casting everything they have to obliterate the enemy a.s.a.p.
Most warlocks spam meteor and terror from the start. Some rare elemental warlocks spam magma blast and lightning, if we all wait for the first cast to end.... the war will be over before we can cast our skills, or we will die waiting. The elemental skills need to not cancel each other. Cancelation is based in PVP but this game is suposed to be based for RVR...
NO SKILL CANCELATIONS PERIOD. STACK ALL DAMAGES!

Last edited by DemonMonger; 05-24-2009 at 09:52 PM. Reason: added NGD's words
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Old 05-24-2009, 10:19 PM   #14
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Quote:
Originally Posted by DemonMonger View Post
Ah I see.. I see....
Hmmmm
I feel if a person casts a skill, wastes mana for a skill, and the skill hits the enemy without being resisted.... that the damage should take place.

Also Mr V.
In war everyone is casting everything they have to obliterate the enemy a.s.a.p.
Most warlocks spam meteor and terror from the start. Some rare elemental warlocks spam magma blast and lightning, if we all wait for the first cast to end.... the war will be over before we can cast our skills, or we will die waiting. The elemental skills need to not cancel each other. Cancelation is based in PVP but this game is suposed to be based for RVR...
NO SKILL CANCELATIONS PERIOD. STACK ALL DAMAGES!
True, but I like 'features' like this
it makes for more fun and in the end its small things like this separate good and bad players. In this case it helps balancing some very powerful spells... knock downs, tear apart, break apart, serpent bite, mana burn, lightning and regenerate ally you name it.

How cool wouldnt it be to have 3 regenerate ally running on my barb.


'- Fixed: When a spell finishes it doesn't remove the modifier if other active spell uses that modifier.'

Clarification and a example would be nice NGD.

Last edited by Vroek; 05-24-2009 at 10:38 PM. Reason: Oh my! I forgot Mana brun.
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Old 05-26-2009, 10:10 AM   #15
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Hey guys,

I would like to clarify some details about how armor works, since alot of people find it a confusing topic.. This is something I did alot of research into some years ago, not long after it was first implemented.

The key thing I found was that the character window means nothing, the value there is completely bugged and meaningless. The actual damage reduction is a fixed amount determined by the sum of the coefficients of your different armor pieces. For mages, this adds up to less than 100% (68%?), for archers and warriors, 100%, and for Knights ,125% because they give a 25% bonus from the shield.

Additionally, damage resistances create a bonus or mauls to armor points, per-part:
Very Bad - -30%
Bad - -15%
Normal = Unmodified
Good = +15%
Very Good = +30%
Excellent = +45%

Here are the coefficients used:
Code:
          var ArmorBonusArcher  = 0.2;
          var ArmorBonusMage    = 0.2;
          var ArmorBonusWarrior = 0.4;
          var ArmorBonusKnight  = 0.8;

          var ArmorResistanceVeryBad   = -0.30;
          var ArmorResistanceBad       = -0.15;
          var ArmorResistanceNormal    = 0.0;
          var ArmorResistanceGood      = 0.15;
          var ArmorResistanceVeryGood  = 0.30;
          var ArmorResistanceExcellent = 0.45;

          var ArmorFactorHead   = 0.24;
          var ArmorFactorChest  = 0.28;
          var ArmorFactorArms   = 0.16;
          var ArmorFactorLegs   = 0.20;
          var ArmorFactorHands  = 0.12;
          var ArmorFactorShield = 0.25;
Annotation: If I recall correctly mobs have an armor bonus of 0, but have a secondary Challenge-based damage resistance layer (known as a "Challenge system") that reduces damage even further, in a manner similar to a strong Acrobatics.

---

Every 2 points of armor seems to reduce damage one point, but I think the value varies slightly just like other variables in the game such as DEX contribution being affected by bow attack speed.

If a LV50 Hunter wearing a full set of Beast Master armor is to cast LV5 Evasive tactics, he will have a fixed damage resistance of 205 against Piercing attacks, not taking into account Acrobatics. With this, the best armor against Piercing damage in the game, and his defenses maxed, he becomes very resistant to normal arrows, but not mixed damage setups.

You see, NGD applies this damage resistance to each individual damage type, and there is a minimum damage of 10% of the Hunter's total attack for each damage type, so the more damage types you have, the less your attack can be resisted by armors, even if the bonus damages are small. This is particularly what makes Staff Mastery so potent.

Fight an archer with pure pierce (bow + arrows + no items) in the arena then try fighting him again with magic bow, mixed damage arrows and Lightning rings or Deadly sight rings. You will find that his damage goes way up because of the minimum damage rule.

This doesn't seem to apply to spells - each damage type gets reduced all the way down to 10% of that damage type instead of the total damage the spell is supposed to deal. See Sultar's devouring mass for an example of this kind of behavior. I think fixing this could make these skills useful again.

Hope this helps.

Regards.
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Last edited by Mikan; 05-26-2009 at 10:34 AM.
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Old 05-26-2009, 10:29 AM   #16
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Quote:
Originally Posted by Mikan View Post
You see, NGD applies this damage resistance to each individual damage type, and there is a minimum damage of 10% of the Hunter's total attack for each damage type, so the more damage types you have, the less your attack can be resisted by armors, even if the bonus damages are small. This is particularly what makes Staff Mastery so potent.

Fight an archer with pure pierce (bow + arrows + no items) in the arena then try fighting him again with magic bow, mixed damage arrows and Lightning rings or Deadly sight rings. You will find that his damage goes way up because of the minimum damage rule.

Yes, thats why a tri-damage weapon can be extremely strong. Moreover damage bonuses seem to directly break through any minumum damages. So for example a +15% Damage bonus like Overwhelming Strength on a tri-damage spear would add onto not the weapon as a whole, but to each of the damage types. (Not sure if this works with rings either)

At the DoT topic I have to say NGD never "meant" it to be this type of overriding. When they mean lower level spells no longer cancel higher level ones they meant auras and buffs obviously.

To me the DoT damage should not be fully stacking if for example someone had two lightnings casted on them. But the damage of the second lightning should be at least halved.

Imo those Very Good, Good, Normal, Bad, and Very Bad armor bonuses are silly. They should not be there, NGD has complicated spell damage reduction so much I would not be suprised if they themselves could not calculate it. Few players actually look at those values, at first I thought they were important, and had two sets of armor for fighting blunt and peircing. It turned out to be a waste of time, so much is also affected by Protection, which I have never been able to calculate either...
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Old 05-26-2009, 11:19 AM   #17
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Quote:
Originally Posted by Vroek View Post
'- Fixed: When a spell finishes it doesn't remove the modifier if other active spell uses that modifier.'

Clarification and a example would be nice NGD.
You cast seeking strike and in 2 sec break apart. Break apart ends but -const malus from seeking strike persist. IMVHO it works like that.
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Old 05-26-2009, 11:22 AM   #18
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Quote:
Originally Posted by fluffy_muffin View Post
You cast seeking strike and in 2 sec break apart. Break apart ends but -const malus from seeking strike persist. IMVHO it works like that.
and terror?
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Old 05-26-2009, 11:28 AM   #19
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Originally Posted by DemonMonger View Post
and terror?
I have no clue
I don't play since update :P
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Old 05-26-2009, 11:49 AM   #20
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Quote:
Originally Posted by fluffy_muffin View Post
You cast seeking strike and in 2 sec break apart. Break apart ends but -const malus from seeking strike persist. IMVHO it works like that.
I didnt know it was an issue
for example slow and mind push combination always seem to work well.
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