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Diemond2

Member Since 27 Jun 2013
Offline Last Active Dec 17 2015 22:41

#859064 PvP Tutorial

Posted by Chazz224 on 01 April 2014 - 02:37

I am going to explain how and why PvP Works the way it does so anyone can practice these things and learn to excel and become a dangerously strong PvP Player in Fallen Sword.

 

In Fallen sword your character has certain stats, such as Attack - Defense - Armor - Damage - HP ( Health Points)

 

Each one of these stats serves a purpose in game - regardless if you are PvPing - or killing SE's or Titan's or just simply leveling and hunting.

 

In order to be successful in PvP combat there is required knowledge needed that I will share and explain with you all.

 

As it was told to me:

 

in order to Attack someone and be successful your characters must follow these steps:

 

Step 1. Your characters Attack has to be higher than your Opponents Defense

Step 2.Your characters Damage has to be higher than your Opponents Armor and H.P. combined.

 

That will usually result in a win ! 

 

However pay close attention to Your characters Buffs and your Opponents Buffs as well.

We have Buffs that will reduce certain stats or increase certain stats, this can complicate things as Buffs  affect stats by certain percentages given by the level of the Buff and what the Buff does - I will get into this deeper in a few minutes and I will also explain the vocabulary involved as well.

 

How to Defend in PvP or increase your survivability at the very least:

 

There are a few ways to do this and I'll explain how:

 

Using DEFENSE to DEFEND:

 

Step 1. Make sure your Defense is Higher then your Opponents Attack.

Step 2. Make sure your Damage is Higher then your Opponents Armor + HP Combined.

 

Defense is usually used when:

Your Opponent has a LOW ATTACK STAT

 

[ in some cases Armor based kits have LOW ATTACK STATS which is the main reason Defense is used to defeat such sets. ]  Another thing to note when using this model of Defense is no matter what your stats are or your opponents stats, there is always a 2% chance of a loss if using the Defense Model.

 

Using Armor to DEFEND in PvP :

 

Step 1.Keep  your Armor Stat extremely HIGH and where it out weighs your Opponents Damage.

Step 2. Make sure your character has as much HP as possible cause you lose 1 point of Health with each phase of combat ( Phase of combat - is measured by each Line of combat while the combat continues)

 

Armor is usually used when:

Your Opponent has a LOW DAMAGE STAT or a LOW HP STAT

 

Armor based kits are used usually to combat and conquer your Opponents Low Damage or HP Stat.

Given the amount of Buffs + Potions available there are ways of manipulating numbers in Stat categories where as a Armor Sets can maintain high values but shift other Stats away from one category to another. Such as shifting a damage item for an Attack item to increase your Attack Stat by CHANGING Gear and using Buffs to compensate for certain Differences.

 

Using a Suicide Set in PvP:

 

Suicide Sets always consist of the highest possible ATTACK + DAMAGE Stats

[Regardless if you are the ATTACKER or DEFENDER]

 

This is used Set is used to hit and win or get hit die and  Hope the buff Last Ditch picks you up and you kill your opponent.

 

BUFF Vocabulary:

 

1. Transfer: Means the percentage of one stat is moved over to another stat.

 

Example: While using Nightmare Visage level 175 43.75% of your attack stat is " Transferred" to your defense.

 

So if you have 10.000 attack (4.375 points of your Attack [is subtracted] then transferred (added) to your Defense Stat (adding the 4.375 points to your Defense) You can not visually see this happen but it takes place regardless.

 

After the Transfer is complete your character will have 5.625 Attack and 4.375 Defense. This for the most part is the most serious word in game to pay close attention to given how it subtracts from one stat and then adds to another.

 

2. Added: is fairly simple buffs like Savagery - Golden Shield - High Guard use this terminology and all this means is that it works very much like a copy and paste - based on the percentage of your numbers and Stats via their category.

 

Now to explain some Buffs in game to help you all out: 

 

Dark Curse [ DC ] : +0.2% reduction of opponents defense per point

- at level 175 your opponent will Lose [subtract] 35% of their Defense STAT ( you do not see this but it happens so if you want to know what their stat number is after the buff you must do the math and calculate it so you know how much is lost and how much is still required to attack.)

 

Flinch : 0.1% per point decrease in enemy's meaning that your opponents Attack stat is lowered depending on the level of the Flinch Buff.  Flinch at level 175 will subtract 17.5% of your opponents ATTACK STAT.

 

Constitution: +0.1% per point increase to your Defense. - at level 175 this is a 17.5% increase to the Defense Stat but happens in combat only so the increase can not be viewed from your profile.

 

Sanctuary: +0.1% per point increase to your Armor - at level 175 this is a 17.5% increase to Armor Stat but happens in combat only so the increase can not be viewed from your profile.

 

BUFFS that Transfer Stats from one category to another.

Barricade:0.15% per point of Damage is transferred to Defense - at level 175 -  26.25%

Nightmare Visage: 0.25% per point of your Attack will be transferred into Defense - at level 175 - 43.75%

Entrench: +0.25% per point of damage is transferred to armor at the start of combat - at level 50 - 12.5%

 

Buffs that ADD X percent from one stat into another stat without subtracting anything from either stat:

 

Savagery: 0.05% chance per point that your defense stat is added to your attack and your armor stat is added to your damage. - This Buff at level 175 Copies 8.75% of your Defense Stat & Pastes it into your Attack Stat - also Copies 8.75% of your characters Armor Stat and Pastes it into your Damage Stat.

 

Golden Shield: +0.05% per point chance to double your armor and defense at the start of combat. - This Buff at level 175 has a 8.75% to double your Defense and Armor Stats.

 

High Guard: 0.05% chance per point that your attack stat is added to your defense and your damage stat is added to your armor. - This Buff at level 175 Copies 8.75% of your Attack Stat & Pastes it into your Defense Stat - also Copies 8.75% of your characters Damage Stat and Pastes it into your Armor Stat.

 

Enhancements that affect combats in PvP :

 

Piercing Strike:  Reduces Armor Stat by 50%

Reinforced Armor::Increases Armor Stat by 25%

Critical Hit: Doubles a Players Damage

Dodge: Forces a character to MISS in combat

Duelist: Increases Attack + Damage Stat in PvP - [0.1% per point per enhancement level]

First Strike: Allows a person to attack first even if you are defending

 

Please also note that the above enhancements will not activate all the time but when they do activate this is their function and how they work - they are important which is why they were included in this Tutorial. - Special thanks to yghorbb for bringing this to my attention.

 

 

If you didn't know how PvP works - this will educate you big time - For those whom feel I left something out or would like something to be added in feel free to message me in game with your thoughts and suggestions I will credit you with them if they are actuate and help others. 

 

Hope this helps all.

 

- Chazz




#862867 PvP: A Different Approach

Posted by Teuchter on 15 April 2014 - 01:39

Personally I like this idea , I have never understood why  xp and gold loss should  be an asset gathering tool for pvpers, , up till now we have had no choice in this , even the ability to  buy protection for our gold was taken away from us  . Levellers need and should receive the same respect as pvpers, we spend hard earned $ on this game also , yet we have to tolerate thieves taking it away from us,  bounty board has never worked as a deterrant , and we have to spend more dots/ gold to get retribution,  totally ludicrous in my opoinion, , Thank you Kath for the post , :D




#862786 PvP: A Different Approach

Posted by Brice on 14 April 2014 - 19:11

Great post Kath...I'm an on and off PvPer...but something like this might bring my evil side out a little bit more...***smiles with an evil grin**


#862817 PvP: A Different Approach

Posted by Pardoux on 14 April 2014 - 20:55

That was the whole idea of pvp from the git-go.  "steal gold and take experience to advance your character" is how i remember it used to be billed years ago. Those 2 things are what made pvp simple and fun. Then they started adding on all the extras to make the levelers happy. (along with their pockets) Pvp needs to be encouraged, not nerfed even more. 

 

How does changing PvP, but making it more accessible to those who, currently, want no part of it, nerf it even more ?

 

If this idea flies, then it will encourage more people to try PvP ... ok, it may discourage some existing ones too, but if the balance is a net gain of players partaking, then its worked, surely ?




#862834 PvP: A Different Approach

Posted by BraveKath on 14 April 2014 - 23:38

More thoughts related to this Topic:

 

1) It might be good to have a time expiration on PURCHASED Prestige, thus it has to be used within 24-48 hours and when used, it can be stolen.

 

2) There's been a lot of discussions regarding a PvP event.  Testing out this model in this type of event might be good.  

For a PvP Event -  it would be ideal for HCS to give advance notice, much like they do with the XP Events, so that those that are rusty with PvP or clueless have a few days to start thinking about it.




#862935 PvP: A Different Approach

Posted by BraveKath on 15 April 2014 - 07:02

It's just not got the same 'fun' aspect to it and again dividing the aspects of the game ~ i think this could kill off pvp for good *starts digging grave* lol

 

Oh CD,

You really think so?  The challenge of hitting would still be there, just the commodity would change and with greater benefits.  I truly want it to do the opposite and invigorate PvP.




#862870 PvP: A Different Approach

Posted by BraveKath on 15 April 2014 - 01:49

 

Another idea to throw into this mix (no doubt suggested before) would be to add the idea PVP levels. After a certain amount of PVP success (measured by prestige gain within your system - or some other means) you gain PVP levels, and with that gain access to PVP-specific skills. Perhaps the offensive PVP buffs could be tied to these levels rather than to Xp-based levels. Defensive skills should remain available to the Xp-based levels, though maybe could be gained quicker from the PVP-levels. (Admittedly, mapping current abilities onto such a new structure in a sufficiently palatable way might prove impossible.) Again, if there were no Xp loss from PVP, then I for one would remove my objections to incentivising PVP in these sort of ways.

 

Thought more about this, and wondering if PvP levels could gain access to not only PvP specific skills, but also PvE, as that may further motivate the typical PvEer out of their comfort zone into PvP, but without that definitely help achieve an interest-demand for Prestige in a Prestige Market thus increasing it's value.

The monetary value of the Prestige - if like FSP, would be affected by game conditions, thus would expect a relative constant except during Guild Wars when people want added skills or a double xp event, etc which may provide various peaks in pricing.

 

Hmm I suppose Prestige could be used for special skills or to buy special potions like the really high Last Ditch potion (forgetting the name at the moment).  




#844078 SoTW -Voting (closed)

Posted by AttorraRu on 26 January 2014 - 22:43

Welcome to the voting thread of Signature of the Week January 2014

This week, contestants had to create an avatar or signature with the following theme:

 

Positive emotions. (please put which emotion you are doing as text!)

 

To vote, please tell which signature is your favourite with a short reason. Please don't only say which one you chose as I will not consider your vote if there is no reason with it!

Those who participated to this week can vote, but can only vote for somebody else's signature.

Voting will be open for a week unless there is a clear winner within a few days. Please KEEP the tally going with your vote, thank you.

 

A- Cqinmi

 

msg-21027-0-20946700-1390726073_zps32b70

 

B- Zeder

 

AVI1_zpsbf1d910d.png

 

C- SlntScream

 

PositiveEmoSOTW_zps71c5a610.png

 

D- rhann123

 

2iw508l_zps8b490ca1.png

 

Good luck to each Artist!




#801780 FSH key components

Posted by Pardoux on 23 July 2013 - 02:21

I think a option should be added "they have a hard time finishing other stuff let players keep helping with FSH and leave it as is"

 

As a long time user of FSH isnt online allys a part of FS sidebar already?

 

You seem to be under the misapprehension that there is still a team of developers working on the FSH ??

 

There isn't ...

 

There's ONE person, who now has far more important things to concern himself about - a new child..

 

Why do you think so many things no longer work ? - why do you think updates are so few and far between now ?

 

There used to be an update almost every day ...




#801719 FSH key components

Posted by aa0007 on 22 July 2013 - 22:43

How come hoof never asks me to start this kind of stuff? :P.

 

But if I had to choose 3 as a personal request, I'd choose them in this order:

 

1. Footprints (Yes I know it's planned development, I just want it to take priority). It really helps when doing something like SEs, lets me know which spots I've missed. Same goes for parsing for elites :).

2. Guild inventory - This is a FSH feature that can certainly be sped up with the resources that the FS team has ... ie servers and tons of caching.

3. Online Allies/enemies - this is useful, and shouldn't take more than a day to implement as I think it just would end up using the same code as the online guild members.

 

Footnote: I'm against show gold on player implemented as a code functionality and I think it should be taken out of the FSH code as well :D.




#801714 FSH key components

Posted by evilbry on 22 July 2013 - 22:40

From a coder/developer point of view, I would like to see the features which are more resource intensive (bandwidth and database for example) being rolled out first to improve game and player performance.

In some cases we can nail more than one bird with one update. For example:
At the moment, there's a feature where you can highlight and ask for buffs.
there's also a feature where you can search for buffs (by name) in bio's
The latter uses about 30MB of data each time you do a detailed search. What I would like to see is a function/feature where by you can choose an option to "sell buffs" and attach a price to them. They will be listed in your bio and people can select (tick boxes) the ones they want.
You can have an upgradable feature for buff packs
With that functionality there, you then can have a new page where you can search for buffers so you go to the page and can tick boxes to find people with the buffs you want (also listing their prices) with people only appear if they are online for ~15-30 mins for example.
 

 

There's a bunch of other changes like this and I think they would be better for improving the overall performance from a server and local point of view.




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