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Member Since 14 May 2013
Offline Last Active Sep 22 2017 12:23

#799562 FS Memes

Posted by wil72 on 07 July 2013 - 14:24

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#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




#851608 50 FSP Avatar contest

Posted by WarQueen on 25 February 2014 - 12:45

ivangold and bobbybear, you might find this helpful in regards to submitting entries to graphics contests.

 

http://forums.hunted...=32993&p=348024




#814263 Next Roadmap...

Posted by watagashi on 02 October 2013 - 01:23

Adding new and better items to chests maybe making them part of a set with the old ones

When the last set of pvp items came out (a long time ago btw) it was said another round would be added that filled in gaps that were left. Please add those

GvG items 

the composing only buffs and new buffs in other areas too.




#814258 Next Roadmap...

Posted by gomezkilla on 02 October 2013 - 01:15

Suggestion: New Structure for GvGing! Check out the tread here:

http://forums.hunted...showtopic=56974




#794756 Structure Addition for GvG

Posted by gomezkilla on 09 June 2013 - 04:52

Right now when I look at an active conflict, I see X/50 outgoing hits.

 

Can we add a structure similar to the Scout Tower for GvGing?

 - It would show X amount of previous conflicts and its participants with their contributions in that conflict.

 

Note: Edited to prevent some more confusion.




#814256 Next Roadmap...

Posted by aa0007 on 02 October 2013 - 01:14

In regards to possible upgrades to composing:

 

  • Change the default potion bottle/potion color to be randomly assigned every time you load the page, to add some variety
  • Adding an option to save your composed potion selections
  • An unlockable way to obtain multiple potions in a queue
  • Possibly the ability to make multiple potions simultaneously
  • Medal for the number of potions created, or some other form of public display of composing achievement

Not exactly an "new feature" but:

  • Composing event, in which xp is multiplied by some amount, or creation times are reduced, or fragments are increased, etc.



#814255 Next Roadmap...

Posted by aa0007 on 02 October 2013 - 01:14

There are a few minor additions that I'd like to see that are currently features of FSH:

 

  • Folder selection on the secure trade/send items screens
  • Quick item selection on the secure trade/send items screens
  • Check all option in backpack management
  • Pressing b from any page to access your backpack (and other similar keybinds)
  • Adding the [Reply|Buff|Trade|ST] option to every message, similar to the way FSH does it.

I'm going to put the rest of my suggestions regarding composing in a separate post, to allow for different "Like this" usage.




#814253 Next Roadmap...

Posted by jzaz on 02 October 2013 - 01:12

New items for chests that will make buying the keys worth it. Right now, chests are only useful for the medal and random crystalline gear. Maybe include some chest exclusive items/resources/components for inventing new sets? 




#814252 Next Roadmap...

Posted by Splash on 02 October 2013 - 01:07

~~~~'Attack all' button to instantly attack everyone in range.




#814251 Next Roadmap...

Posted by justinian9 on 02 October 2013 - 01:06

Make medals to recognize the players that work for their guild.  Guild buffers, joining groups, donating gold to guild, donating FSP... ... that kind of stuff.  We have the adviser that you can pull the info from  ...

 

relic defender would be nice also....




#814250 Next Roadmap...

Posted by grante28 on 02 October 2013 - 01:03

I would like to see some new modifications to the GvG system. I cant remember the last time I've heard anyone talking about GvGing. It used to be a huge part of the game and it should be! I know that there are a bunch of epics out there but maybe make the GvG rewards something that are totally different and can only be awarded through the GvG system.




#814245 Next Roadmap...

Posted by Hoofmaster on 02 October 2013 - 00:54

Now that we've completed implementing the improvements from the first roadmap, we're going to put together the next based on what you want added and changed and in the order you want it done!  :o

 

To do this, we first need to compile a solid list of features / suggestions / improvements you want. I think the easiest way to do this would be to post on this thread, then if others agree with it and would like to see it included, use the forum 'Like This' feature to show your approval of the idea. We'll leave this open until Friday, then take a look and see how long each of the suggestions will take to implement then run a poll to determine the order they will happen. Note there may be some ideas that we don't include that are suggested, however I'll be sure to let you know if this is the case (and why) :)

 

Feel free to just summarize the idea on a post on this topic and link to your own suggestion thread or an existing thread by another player on the suggestion / improvement / feature etc. :)

 

~ The Fallen Sword Team




#807844 Update 2.2 (Global Chat)

Posted by Hoofmaster on 22 August 2013 - 16:41

Global Chat has now been added to the game!
 
You can now chat with other players by selecting the 'Chat' option in the 'Action' menu. As well as this, the chat is now also displayed below the map (note this doesn't currently show on the Classic Map).
 
~ The Fallen Sword Team



#801687 Development Roadmap

Posted by Hoofmaster on 22 July 2013 - 22:07

The purpose of this thread is to give everyone an overview of what we're currently working on (excluding normal game content) and what is in the pipeline for the game. We'll do our best to keep this as up-to-date and accurate as possible :)

 

Recently Completed

Diamond Medals (25th July)
General Bug Fix Update (5th August)

Updates for UFSG (6th August)

Further improvements to the UFSG (Thread) (14th August)

World Chat (22nd August)

Composing (6th Sept)

Map Footprints (27th September)

 

Currently In Development (Estimated Release Date)

(Updated Roadmap coming next week!)

 

Planned Development

Improve Chests (Thread)

Karma

Epic Quest (continued)

Personal Achievements

 

 

If we've missed something from the list that you feel is important, please let us know :)

 

~ The Fallen Sword Team






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