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General discussion Topics related to various aspects of Champions of Regnum |
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% | |
Voters: 30. You may not vote on this poll |
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05-23-2009, 10:25 PM | #1 |
Marquis
Join Date: Mar 2007
Location: Edge of the Abyss
Posts: 2,066
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Adjustment of skills (ATTENTION EVERYON)
The following skills need to be adjusted
---------------------------------------------------------------------- Warlock Skill = Ice Blast #2 Elements Current Problems: 1. If you cast Ice Blast on another player your level the damage is very low. 2. If another player casts Ice Blast after you, your damage is canceled. (with 1.0.6 patch NGD said this would not happen anymore) Suggestions to fix the problem: 1. Make Ice Blast deal all of its damage at once, instead of over time. 2. Reprogram the skill? Skill = Lightning #3 Elements Current Problems: 1. If another player casts Lightning after you, your damage is canceled. (with 1.0.6 patch NGD said this would not happen anymore) Suggestions to fix the problem: 1. Make Lightning deal all of its damage at once, instead of over time. 2. Reprogram the still? Skill = Summon Lightning #10 Elements (area) Current Problems: 1. Summon Lightning does not deal enough damage (less than 200 average). 2. If another player casts this skill after you, your damage will be canceled. (with 1.0.6 patch, NGD said this would not happen anymore) Suggestions to fix the problem: 1. Make Summon Lightning deal all damage in one hit instead of over time. 2. Reprogram the skill? Skill = Frozen Storm #6 Elements Current Problems: 1. If two players cast Frozen Storm and the first does not freeze the enemy the second cast will cancel the damage of the first cast. Suggestions to fix the problem: 1. Instead of dealing damage allow this skill to reduce movement speed 50% fixed rate, and a % to Freeze enemy solid (chance to freeze increases with level). 2. Reprogram the skill? Skill = Twister #9 Elements Current Problem: 1. Twisters damage will stop if another player casts Twister at the same time (with 1.0.6 patch NGD said this would not happen anymore) Suggestions to fix the problem: 1. Allow Twister to do all damage instantly 2. Reprogram the skill. Skill = Magma Blast #8 Elements Current Problem: 1. Magma Blast hits instant and over time damage, If another player casts Magma Blast the previous damage over time stops. (with 1.0.6 patch NGD said this would not happen anymore) Suggestions to fix the problem: 1. Allow Magma Blast to deal all damage at once 2. Reprogram the skill. *There are many skills in the mage branch that operate this way* *There are several skills in the marksman branch that operate this way* *There are several skills in the archer branch that work this way* *Please review all skills that do damage over time* *The + 20% mobility increase to all players has rendered many 3 second cast time range 10 or less skill almost useless. Please lower casting times of all area skills with a range of 10m or less* ------------------------------------------------------------------------ |
05-23-2009, 10:39 PM | #2 |
Marquis
Join Date: Aug 2007
Location: Germany
Posts: 1,843
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well, you could just have said that dots of same spell overwrite each other. thats for all spells with dot-dmg. Wouldve saved webspace and readtime
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05-23-2009, 10:43 PM | #3 | |
Marquis
Join Date: Mar 2007
Location: Edge of the Abyss
Posts: 2,066
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Quote:
Many high lvl spells do less than 200 damage at lvl 5.... Many other skills with a cast time 3+ seconds range less than 10m are almost useless since we move 3x the speed of stupid now I was thinking about posting all the skills.... Some people won't understand unless they see the name of the skill and know the problem. |
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05-23-2009, 11:04 PM | #4 |
Apprentice
Join Date: Oct 2007
Location: L'Aquila, Italy
Posts: 77
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for the dot spell:
i hope that the fix will leave their damage over time (or, if changed in all at once, the damage will be reduced) i'll try to explain myself better with an example: serpent bite (5) deals 500 + [100 x 10sec] = 1500 total damage (piercing) assuming that an lvl 50 has 85 reduction to piercing we'll have 565 = 415+[15x10sec] with damage over time 1415 with damage all at once so change the damage time distribuition of these spell will radically change their efficiency
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05-23-2009, 11:19 PM | #5 | |
Marquis
Join Date: Mar 2007
Location: Edge of the Abyss
Posts: 2,066
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Quote:
You used serpant bite as an example.. I too will use serpant bite. The damage is about 415 or less + [9 - 25] damage over time [9 - 25] x10seconds will be 90 - 250 damage So you would expect it to do 415 + [90 - 250] damage. Or 505 - 665 damage maximum damage to players. This is nothing to be afraid of.... |
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05-24-2009, 08:55 AM | #6 |
Marquis
Join Date: Aug 2007
Location: Germany
Posts: 1,843
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well, armor in this game works a little bit strange, it seems to cut down received damage by a fixed value instead of a % value.
when a hit of 400 gets reduced to 300, a hit of 800 ends up at 700. You see normal hits of 120sh and crits of almost 400 on heavy armor like some orange mobs. Then there seems to be a minimum damage (i think its those 10 %) wich will come through all %ual dmg reductions (which is somehow related to the attack damage too). You see that happen on Army of One knights, a slow weapon will dead almost the same damage then a fast one. However i think its calculated on each damage type. This leads to the big damage boost you get eg with Serpent in combination with DS as the ticks will get boost greatly. Especially lower armor targets suffer from this. I have seen serpent tick for 685 + 115s on some poor mages while it tick 235 + 15s on Hunters with BM armor and acro. This makes balancing hard, is the source of making some spells useless dmgwise (like Twister). On the other side it makes added damage on small hits (like the dragon amulet, staff magnifications) have a big damage boost on the fast & small hits. The same amounbt of damage will get added once the armor dmgreduce is cut away. (you see a difference of maybe 100-150 between a slow and a fast staff depending on your base dmg from items) Its imbalanced imho and should be lookd into, i dont have an idea how to balance that though. a %ual modifier of armour would maybe fix that, but would make dots very powerful and take out the tactics in using armor and %modifiers in combination. |
05-24-2009, 09:54 AM | #7 |
Count
Join Date: Jan 2008
Location: England, UK.
Posts: 1,055
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Turn DOT's into... non-DOT's?
Noooo thankyou. Marks for one do not need another big powerful spell. Serpent bite is fine as it is. Twister, that's fine. If you've ever used if for the damage and not the imob effect.. Please, seek mental help. Most of the problems you listed are not the fault of the skill, but of NGD where the skill over riding factor hasn't worked quite right. DOT's are fine, plus, remove the DOT effect and that's a major hit on Dispell, which is a no from me.
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MattdoesJOKE_#40_NOT_FOUND
RA / Hor... Haven? |
05-24-2009, 08:41 PM | #8 | |
Marquis
Join Date: Mar 2007
Location: Edge of the Abyss
Posts: 2,066
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Quote:
I am a big fan of dispell..... and of group effort/support. |
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05-24-2009, 08:52 PM | #9 | |
Marquis
Join Date: Mar 2007
Location: Edge of the Abyss
Posts: 2,066
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Quote:
good * very bad /~ normal )> what does this mean? good * = good againt blunt + more than 200 defence on this very bad /~ = crappy defence against slashing - less than 200 defence normal )> = normal against peircing = 200 defence the same 200 rate is compared against elemental attacks. so if you know what kind of armor someone is wearing plus it's weakness, you can use certain skill/weapons to penetrate their defences with ease. <shrugs> The skills need to be fixed...... 24 people in war all cast lightning on the same guard at the same time... and the guard will only sustain 5 ticks of damage from one caster. But if all casters use fireball, then the guard will take 24 fireballs to the face. This needs to be fixed..... by the way.... the rings that give added damage do not effect skills that do not effect dot skills.. the only way that a ring or amulet will give you added damage is if the damage of your skill is based partially on weapon damage. <end of story> |
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05-24-2009, 08:55 PM | #10 | |
Banned
Join Date: Dec 2006
Posts: 890
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Quote:
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 |
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