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Old 09-01-2010, 12:38 AM   #51
chilko
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as I added to the original post... we turned off the min damage formula for testing purposes.

we found a lot of spells that where doing min damage because of a conceptual error in the armor system (DOTs for example)
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Old 09-01-2010, 12:46 AM   #52
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Originally Posted by chilko View Post
as I added to the original post... we turned off the min damage formula for testing purposes.

we found a lot of spells that where doing min damage because of a conceptual error in the armor system (DOTs for example)
I guess its because I dont understand programming but how does making people do 0s help with testing? :/
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Old 09-01-2010, 01:27 AM   #53
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Originally Posted by TheMessenger View Post
I guess its because I dont understand programming but how does making people do 0s help with testing? :/
it just does. we are debugging a system that has two formulas. We needed to remove one to verify the results of the other.

as always you should take AMUN as what it is, a development server with experimental stuff
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Old 09-01-2010, 02:00 AM   #54
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Quote:
Originally Posted by chilko View Post
Hello Everyone!

Stage 11 is up on Amun!

Armor System fixes
  • BUG FIX: multi damage should be calculated properly
What does this mean?


Quote:
  • New graphic model and variations for Liches.
Looks nice
http://jeremy.stoic-epicurean.com/pi...des-update.jpg

Quote:
  • New spawn animations
What does this mean?

Also, of note... I seem to no longer be casting a shadow while riding a horse on Amun: http://jeremy.stoic-epicurean.com/pi.../no-shadow.jpg
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Old 09-01-2010, 05:18 AM   #55
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Quote:
Originally Posted by chilko View Post
as I added to the original post... we turned off the min damage formula for testing purposes.

we found a lot of spells that where doing min damage because of a conceptual error in the armor system (DOTs for example)
Chilko, thanks a bunch for taking the time to clarify. I think some of us didn't realize what exactly removing the minimum damage entailed for what we'd see on our end in the damage values. I've been keeping up to date with each stage, and I'm really really liking what I'm seeing in all aspects.

Truly, the balancing, and interaction with the player base has, in my honest opinion, seen some very good progress maybe the best ever, and I do hope to see a continuation of this as the game grows and evolves. I know this level of interaction is not the most efficient, and it doesn't -always- need to take place, but for major changes and balances, I think it helps a lot that devs and testers are consistently on the same page like this, and that information flow is adequate in both directions. I think it really helps with ensuring a good quality update.

I haven't had much chance to hop on Amun since my time doesn't allow for much these days, but I am truly looking forward to the changes. And I do try to hop on when I can. I've also been trying to hop on Horus more often in anticipation for when everything goes live.

I'm pretty much completely in agreement with Compost on the changes to hunter. My main character is a hunter. However, I cannot speak for barbarian or warlock since my characters aren't yet high enough level to really do any significant testing.

Looking forward to seeing how things progress from here, and it's looking great so far!
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Old 09-01-2010, 06:06 AM   #56
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Quote:
Originally Posted by BigManOnCampus
What does this mean?
On the live version, damage calculation for weapons with more than one dmg type (for example, the abyssal hammer) is bugged. This version fixed that bug.

Quote:
Originally Posted by BigManOnCampus
What does this mean?
When people respawn at a save, there's a new animation instead of them just appearing there...I guess.

On the damage/armour changes: even though the reason for the 0 dmg hits is mostly because the maximum dmg mitigation limit was turned off, I still find it somewhat troubling that classes should be having their dmg mitigated this much. IMO, making 2 classes (barbarian and warlock) able to do dmg at all while everyone else takes a supportive/CC role is not the right way to go. It cripples solo play and small group battles and it's likely to significantly reduce the number of players playing classes other than the 2 damage dealing classes due to grinding difficulties and just not feeling they can do much by themselves.
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Old 09-01-2010, 06:54 AM   #57
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Just something Seperate that i would like to see implemented in the game..

Add 3 Slots that are seperate from The Quickbar too allow players to put Weapons/Arrows/Armours/Mounts

Reason..

When fighting If i wanna switch my weapon it's sometimes difficult to have weapons on 1 bar and your spells on the other.. this would make things alot easier

Posted a cheap image i did in Paint just showing a rough idea of what i mean

Yes i suck at paint
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Old 09-01-2010, 07:01 AM   #58
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Quote:
Originally Posted by Klutu View Post
Just something Seperate that i would like to see implemented in the game..

Add 3 Slots that are seperate from The Quickbar too allow players to put Weapons/Arrows/Armours/Mounts

Reason..

When fighting If i wanna switch my weapon it's sometimes difficult to have weapons on 1 bar and your spells on the other.. this would make things alot easier

Posted a cheap image i did in Paint just showing a rough idea of what i mean

Yes i suck at paint
+1

maybe TAB can cycle through them
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Old 09-01-2010, 07:30 AM   #59
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Quote:
Originally Posted by Klutu View Post
Just something Seperate that i would like to see implemented in the game..

Add 3 Slots that are seperate from The Quickbar too allow players to put Weapons/Arrows/Armours/Mounts

Reason..

When fighting If i wanna switch my weapon it's sometimes difficult to have weapons on 1 bar and your spells on the other.. this would make things alot easier

Posted a cheap image i did in Paint just showing a rough idea of what i mean

Yes i suck at paint
This would not work for everyone because of different screen resolutions. I use 800 x 600, and the space you propose to put extra slots in is already occupied by my normal quick bar. (No I'm not making a paint picture like yours to show you ) Basically, those slots would all be really tiny and shoved into the corner for me.

An alternate idea would be holding shift to bring up a secondary quick bar over your main one. This would be just as easy and would provide more than 3 slots to use.
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Old 09-01-2010, 07:34 AM   #60
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Well I just tested Amun
Still
  • Fumilating should be instant
  • Unstoppable madness - Still who would spend 220 mana for 10s of 40% resistance ? Make it at least 50% of 1st lvl, remember its only 10s for that mana !
    Fix missing description for "cannot attack"
  • Something is wrong now, ALL barbs have feint(4) kick(4) and most if not all knights have Onslaught(5)
    Aren't there any other good possibilities ? Maybe more points ? That's quite boring, one ultimate kick,feint setup. Also before we had all skills for free on 1st lvl after leveling tree, so I could use spirtual blow even that I did not plan to skill it. Not counting all resistances that are on 1st lvl already significant 10%. Shouldn't this be compensated somehow buy giving more tree development points ?
  • Good idea with additional bar that does not need switching.
    I would like to see skills in bar first and at the same time skills at bar second which I can use for example by pressing alt+1 instead of 1.
  • Last level summon for conjurer. I think it should have crepy and awsome look.
    I understand it took time to make him, but its pissing off players, robot with pot instead of head.
  • I agree with the concept of giving knight ultimate tanking skills for a short duration time, but they should not do much damage during that, instead they should be able to cast all sorts of CC effects.
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