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Update v2.031


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#41 Maehdros

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Posted 04 April 2012 - 15:40

Working on it!



Glad to hear :P *cracks the whip!*


Increased Reflection from +0.1% to +0.2% per point of the enemy's inflicted damage added to your next combat strike. Reflected damage is now applied before the armor calculation.


It was said that reflection would * increase a players Total damage by a %* based upon how much they received.


This update seems to still consider reflection damage as separate type of damage, and is applied directly to HP.

Just to make it more clear ;)

#42 BigGrim

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Posted 04 April 2012 - 15:41

What happened to the shuffling of the skills, thought you all were going to move them around not just 1 of them? for instance lvl 150 skills and lvl 600 skills have only 1 in each skill class, could have put 1 more in each of them.


If there are any further Skill moves, they will be dealt with at a later date!

There was a small issue while updating to the latest version. This should be completely resolved now.

#43 fs_cloudstryf

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Posted 04 April 2012 - 15:42

Not sure 1% was the right number for general dur loss on crystal items. I kill about 800 critters a hunt. If I lose 1 dur per 100 kills, my items will be completely broken in far too short of a time. I could see losing 1-2 dur a hunt, but 8+ depending on what doubler and max stam you use is quite a lot. Allowing items to deteriorate and simply breaking them are different beasts. :\



EVERYONE, Please read the post hoof made it specifies that crystaline items (only crystaline gear) has a 1 percent CHANCE of taking dmg, that means there is a 99 percent CHANCE not to take dmg, which means if you are lucky you could go 200 kills and still take no dmg, and if you are unlucky you could go 10 kills and take dmg every time, its a chance buff not a guarantee.

I don't get your point, and please do not talk as if I am a child. On average you will still see 1 dur damage for every 100. If it is indeed UB198 that is a different story, but 1 damage for 100 battles is a tad too much, if that is indeed the case.

#44 lordthade

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Posted 04 April 2012 - 15:42

My only input is on the damage to crystal... GOOD.

More damage to crystal will mean more chomper events and more action in the AH for everyone.

It should sink more gold, too, since the gear will require more forging.

Personally, I think guilds should dump their crystal and have players buy their own. The guild provides other benefits, but the guild should not be in the business of providing gear it will have to constantly replace, and some of the VERY useful crystal will be burned through extremely quickly if an entire guild is using it on every hunt.

#45 Hoofmaster

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Posted 04 April 2012 - 15:43

You tell me at 13:42 I have a free skill reset. Having waited for it for some time, I knew what I wanted already. So, I allocated my points to what I want.
Then, at 14:16 you introduce a 'new' skill for 250 (I am aware I am a level below this skill regardless, but even when I reach that one additional level, those skill points won't do much)

Having them occour at the same time or the changes then the free skill reset would have been better imo.


We did say on the log message when we gave out the free skill reset that we were making changes to the skills later today :)

#46 Mister Doom

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Posted 04 April 2012 - 15:44

Sweet Hoof you moved Honor down the skill tree, I thought you missed/ignored my pm in IRC the other day. :)

EnhancedShardoom1-1.gif


#47 Lutrafs

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Posted 04 April 2012 - 15:47

Not sure 1% was the right number for general dur loss on crystal items. I kill about 800 critters a hunt. If I lose 1 dur per 100 kills, my items will be completely broken in far too short of a time. I could see losing 1-2 dur a hunt, but 8+ depending on what doubler and max stam you use is quite a lot. Allowing items to deteriorate and simply breaking them are different beasts. :\



EVERYONE, Please read the post hoof made it specifies that crystaline items (only crystaline gear) has a 1 percent CHANCE of taking dmg, that means there is a 99 percent CHANCE not to take dmg, which means if you are lucky you could go 200 kills and still take no dmg, and if you are unlucky you could go 10 kills and take dmg every time, its a chance buff not a guarantee.

I don't get your point, and please do not talk as if I am a child. On average you will still see 1 dur damage for every 100. If it is indeed UB198 that is a different story, but 1 damage for 100 battles is a tad too much, if that is indeed the case.


Im not talking to you specifically I said everyone, and the value 198 only applies to crystalline not to normal gear so the percentage it actually takes dmg will be more like .5 percent in comparison as generally you are not wearing all crystalline gear. Before you make assumptions you should consider all parts involved in the issue you are having with the change to a skill.

#48 Bleltch

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Posted 04 April 2012 - 16:02

Previously reflection would by pass armor... this update was supposed to change that.

I thought they were going to change it too, but i'm not privy to the irc chat so i cant say what was agreed to. All i see is how hoof worded it in the op, that;s the way it has always worked, just more powerful/overpowered.

#49 Maehdros

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Posted 04 April 2012 - 16:04




Previously reflection would by pass armor... this update was supposed to change that.

I thought they were going to change it too, but i'm not privy to the irc chat so i cant say what was agreed to. All i see is how hoof worded it in the op, that;s the way it has always worked, just more powerful/overpowered.





-18:27:24- (@Hoof) Reflection: Change it so the reflected damage is applied before the armor calculation.
-18:27:30- (@Hoof) jon: sure 1 sec
-18:27:37- (@Hoof) Ok
-18:27:44- (@Hoof) so player A has 1000 damage
-18:27:48- (@Hoof) player B has 500 armor
-18:27:51- (@Hoof) A hits B
-18:27:56- (@Hoof) and does 500 DMG
-18:28:06- (@Hoof) but evil B has relection! OH NOS!
-18:28:12- (@Hoof) Skill Level 175!!!!
-18:28:24- (@Hoof) B has 10 damage normally
-18:28:28- (@Hoof) A has 100 armor
-18:28:35- (@Hoof) so normally B does 1 dmg to A
-18:28:38- (@Hoof) BUT!!!
-18:28:46- (@Zorg) And then the rain began, a storm was approaching.
-18:29:03- (@LamiumFSDev) shh Zorg your ruining storytime!

-18:29:10- (@Hoof) so this would create a reflection dmg of
-18:29:57- (@Hoof) 175 x 0.01 x 500 dmg = 88 dmg
-18:30:00- (@Hoof) SO
-18:30:02- (@Hoof) currently
-18:30:09- (@Hoof) B does 89 dmg to A
-18:30:10- (@Hoof) ie.,
-18:30:20- (@Hoof) 1 DMG, then 88 from reflection
-18:30:25- (@Hoof) END OF COMBAT
-18:30:29- (@Hoof) Winter is coming...
-18:30:33- (@Hoof) ok
-18:30:34- (@Hoof) but
-18:30:38- (@Hoof) what we're suggesting
-18:30:44- (@Hoof) is apply that 88 dmg
-18:30:47- (@Hoof) before the armor calc
-18:30:50- (@Hoof) so in this cace
-18:30:52- (@Hoof) case
-18:30:59- (@Hoof) B would have 10 + 88 = 98
-18:31:14- (@Hoof) so in this case B would still do 1 DMG
-18:31:18- (@Hoof) which makes it a really bad example
-18:31:24- (@Hoof) because A had 100 armor
-18:31:28- (@Hoof) but if A had like 50 armor
-18:31:33- (@Hoof) it would be a good example
-18:31:34- (@Hoof) :D




The skill was then decided to be increased to 0.2% per point to balance it and retain usefulness, since it would no longer directly bypass armor.

#50 Bleltch

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Posted 04 April 2012 - 16:19




Previously reflection would by pass armor... this update was supposed to change that.

I thought they were going to change it too, but i'm not privy to the irc chat so i cant say what was agreed to. All i see is how hoof worded it in the op, that;s the way it has always worked, just more powerful/overpowered.





-18:27:24- (@Hoof) Reflection: Change it so the reflected damage is applied before the armor calculation.

It's worded that way there too. :( The damage should be applied after the armor is calculated. Right?

#51 BigGrim

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Posted 04 April 2012 - 16:22

The damage should be applied after the armor is calculated. Right?


The Damage is applied before the Armour calculation. (That's how it was described to me.)

#52 jzarashi

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Posted 04 April 2012 - 16:23

quoting BG:

If there are any further Skill moves, they will be dealt with at a later date!


Does that mean no more new skills and this is the full update?

BG or Hoof, can you put a timetable on this? Or probably what's the next big scheduled update?

Thanks.

#53 RJEM

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Posted 04 April 2012 - 16:24

For those interested in some Durability maths:

viewtopic.php?f=1&t=103628

Normal combat without unbreakable results in ~6 durability lost per 100 battles. The 1% chance even with UB200 would mean 0.06 per 100 combats - so you will see noticeable durability loss over an extended hunt, and guild gear is likely to take a pounding.

#54 Maehdros

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Posted 04 April 2012 - 16:27

The way I understood it, was that any amount of reflection damage is added to a players TOTAL damage for the next hit.



They deal 1 damage: ( total damage including the boost from reflection) < (opponents armor)


OR


They deal more then 1 damage : ( Total damage including the boost from reflection > opponents armor)




Reflection wasnt meant to be treated as separate damage which by passes armor. This was supposed to fix that problem.It hasn't.

#55 Maehdros

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Posted 04 April 2012 - 16:30

The damage should be applied after the armor is calculated. Right?


The Damage is applied before the Armour calculation. (That's how it was described to me.)



Reflection damage shouldn't be calculated, and then dealt separately, thats the whole problem. That is why players( regardless of their level , can * last ditch + reflection* kill anyone in an armor set.



Still any word on why Ageless and Wither are not effecting SC and fortitude? :wink: Almost a year or so trying to fix it, need to get it right the first time.

#56 donalde

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Posted 04 April 2012 - 16:34

General Changes / Bug Fixes


[*:1m4ab144]The experience loss for a single death to a creature is now capped at 50% of the players current level's experience requirement.


This one: previously player lost monsters xp multiplied by 4. Now mobs on my level give up to 4067 xp on kill. I use doubler x 25 so I get 101k+ xp, so if I get killed do I loss 50k xp, or something else?

#57 RJEM

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Posted 04 April 2012 - 16:37


General Changes / Bug Fixes


[*:2d2fvua7]The experience loss for a single death to a creature is now capped at 50% of the players current level's experience requirement.


This one: previously player lost monsters xp multiplied by 4. Now mobs on my level give up to 4067 xp on kill. I use doubler x 25 so I get 101k+ xp, so if I get killed do I loss 50k xp, or something else?


No - you would lose the same amount. However - if you're a level 20 and you hit a Super Elite like the Cursed Samurai you used to drop multiple levels from 1 loss. Now you'll only lose 50% of a single level, so the game can continue for new players without as much frustration!

#58 donalde

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Posted 04 April 2012 - 16:47


General Changes / Bug Fixes


[*:30ul45n8]The experience loss for a single death to a creature is now capped at 50% of the players current level's experience requirement.


This one: previously player lost monsters xp multiplied by 4. Now mobs on my level give up to 4067 xp on kill. I use doubler x 25 so I get 101k+ xp, so if I get killed do I loss 50k xp, or something else?


No - you would lose the same amount. However - if you're a level 20 and you hit a Super Elite like the Cursed Samurai you used to drop multiple levels from 1 loss. Now you'll only lose 50% of a single level, so the game can continue for new players without as much frustration!


So I continue losing monsters with monsters xp multiplied by 4? That is a relief.

#59 BigGrim

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Posted 04 April 2012 - 17:03

Does that mean no more new skills and this is the full update?

BG or Hoof, can you put a timetable on this? Or probably what's the next big scheduled update?

Thanks.


We've only just asked for ideas on new buffs. It'll take some time.

Still any word on why Ageless and Wither are not effecting SC and fortitude? :wink: Almost a year or so trying to fix it, need to get it right the first time.


Fixed.

No - you would lose the same amount. However - if you're a level 20 and you hit a Super Elite like the Cursed Samurai you used to drop multiple levels from 1 loss. Now you'll only lose 50% of a single level, so the game can continue for new players without as much frustration!


You'd only be able to lose a maximum of 50% of the XP required for your level.

I.E. I am 371 and need a total of 4,118,110 XP to level up to 372, thus the most I can lose is 2,059,055 XP to a creature defeat.

#60 Maehdros

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Posted 04 April 2012 - 17:06

Still any word on why Ageless and Wither are not effecting SC and fortitude? :wink: Almost a year or so trying to fix it, need to get it right the first time.


Fixed.


Cheers, Now on to reflection! :mrgreen: ;) * cracks whip again*


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