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Old 08-14-2010, 12:26 AM   #51
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I still think mobs evade and hit chance should be reduced a lot more.

Grinding is supposed to be easier at higher levels but take longer, at the moment, its hard because of evades/resists and its a huge amount of experience to get up anyway
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Old 08-14-2010, 12:29 AM   #52
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Originally Posted by Gabburtjuh View Post
what other besides death sentance to hunters(nice move) and the question, does this affect pet dmg, that would be bad.
The things is, Sudden Strike already provides a debuff that Pets can take advantage of (anyone can use it) of -50% protection to the target.

Will the +20% melee damage of Death Sentence allow more damage to be inflicted on a target than the -50% protection of Sudden Strike (or will it be the same or less?).

In the last 6 months of playing Regnum, Death Sentence was cast on me exactly once (and even then I had to mouseover the icon to find out what the heck it was). Sudden Strike has been cast on me more (though not a lot). As a Hunter though, I might not be a priority in terms of threat.
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Old 08-14-2010, 12:33 AM   #53
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Well, mob evades are still too high, even the 'white' ones have huge evade streaks.

On players now stuff is clearer, formula is not messy, criticals are crystal clear now..

Everythings nice.
So yeah, not a whole lot to comment, stuff improved, its more intuitive and less random, and will improve our repertoire of useful skills.


Im worried about the +MISS CHANCE skills, even the font you guys use to mark missed hits is outdated, will these skills get changed?
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Old 08-14-2010, 12:33 AM   #54
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Why all comments complain about hunters. :s

About the new spell for hunters i really like it.

In the evasion tree you said before in your stages chilko that mobility was decreased 10% movement speed which is 25% (lvl5) - 10% = 15% movement speed, but it appears to be 10% (lvl5) movement speed, is it a bug or something?
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Old 08-14-2010, 12:35 AM   #55
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I like to have the percent of hit chance in stats window.
I really like the new Death sentence spell for hunters, i just wish hunters could cast it under camo, would be fun.

Trelle save is nice now, only one spot can be reached from enemies, and that spot is in guard range.

I think the animation for death sentence is nice, but it should be bigger to be more visible to meele allies.

This stage has 2 short duration nice spells for archers, need some tweaks but are great spells.
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Old 08-14-2010, 12:38 AM   #56
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Quote:
Originally Posted by -Kalid- View Post
Why all comments complain about hunters. :s

About the new spell for hunters i really like it.
I can't see how Death Sentence is any better or different than Sudden Strike (except with a different way of increasing damage).

Can anyone answer that question?

(And if it is basically a second Sudden Strike, with a lower duration, it would seem then to be taking up a spot in the Scouting tree that could be used by something else).
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Old 08-14-2010, 12:40 AM   #57
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Originally Posted by Seher View Post
Every class suffers from this. (Apart from mages) You've got the initial mana pool, and if the fight lasts longer than expected... Well, bad luck then. (Assuming there's no nice conju around)

Recharged arrows should stop the mana regeneration, imo, not make the mana constantly go down.
This is not completely true

As Hunter, Knight and Barb you can play in a way conserving and gaining mana in fight by cutting down the spells/buffs you cast while concentrating on normals.

Marks can only deactivate recharged to accomplish this. Its not that other classes dont have the out of mana problem, just on the marks design it feels the biggest for me compared to the other classes.


@Chilko:

I like the changes to critchance calculations, however random is random and i probably wont invest heavily into it as i didnt see much room for heavily stacking it to get a huge effect out of it. I might use it supportive for a high damage sniping configuration when i dont concentrate on useful direct spells.

Hitchance and concentration impact i couldnt really test, i noticed almost no evades on monsters though which i greatly appreciate.

As Mira asked already, has spellresist chance been modified for PvP too?
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Old 08-14-2010, 12:42 AM   #58
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Complaints about hit chance? Well, it's still not a huge issue when you've just got 20% of your hit chance... Extremely high hit chance on the other hand is working a bit better, at least it feels like I'm hitting more often through escapist with eagles eye and 95 conc/ 125 conc

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As Hunter, Knight and Barb you can play in a way conserving and gaining mana in fight by cutting down the spells/buffs you cast while concentrating on normals.
Yeah, cutting down to 2 spells / minute (which is more than comparable to the damage boost of recharged arrows, in fact recharged arrows are far better)
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Old 08-14-2010, 12:54 AM   #59
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Quote:
Originally Posted by Seher View Post
Yeah, cutting down to 2 spells / minute (which is more than comparable to the damage boost of recharged arrows, in fact recharged arrows are far better)
Well I play a lvl 45 barb with 1.2k mana I can say that managing mana is much easier on barb than on marks. And thats with using buffs and spells
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Old 08-14-2010, 12:59 AM   #60
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Tested marks crits against a knight.
22.5% critical hit chance in the character sheet, after buffs.
21/74 hits were critical. (28%)

Seems like a big difference, but it's a small test. Not sure if that's significant. What worries me more is that on the live servers I can get around 75% crit chance with a marksman, shooting from max range. For the majority of marksmen this will increase their critical hits, but for the ones who skilled and used their range to get crits it's quite the nerf.

crits on live servers:
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