Some upcoming changes - please help test on TC1
- Red Squirrel
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Some upcoming changes - please help test on TC1
There are some big changes coming, and we would like everyone to test, that way if anything major comes up we can fix it before it goes live, some of these changes may effect game play, but we don't want them to nerf or overpower anything either, so possibly theres stuff we overlooked. In brief, these are the changes:
- Weapon speed/damage calculations have been changed to encourage stats over items (to a certain degree, its actually a really tricky one)
- Weapon caps have been changed on a per class basis. This is what we have:
(skill, delay, raw damage)
Fencing: 1.25s , 70 damage
Swords: 1.5s, 90 damage
Macing: 1.75s, 150 damage
Archery: 1.5s. 80 damage
- Slayers will no longer stack
- Damage increase for wep and mage has been capped at 350 instead of 300. (this counts DI/SDI as well as buffs/slayers)
- Pet loyalty slightly drops if tamer is not in sight of pet and the pet is being damaged, this will NOT result in pet going wild (it stops at a point)
- Pet loyalty raises if pet is healed using vet.
- Bonded pets will not go wild if tamer is around, feel free to test this by setting loyalty to 0.
- magery cast timers very slightly tweaked - this should only affect people who use scripts, 3rd party plugins, and other forms of gray area mechanisms.
- Invoking honor now actually works, so does ethereal voyage
- Fixed some SE/ML moves (some arn't really like OSI as some were useless, like defense mastery here lets you go over resist cap, on OSI it does not, making it useless, since everyone has 70 physical anyway)
- Some new potions added: see alchemy menu.
This is in broad some of the changes that may need player side testing, so feel free to test this on TC1 and post results.
Archived topic from AOV, old topic ID:2470, old post ID:15646
- Weapon speed/damage calculations have been changed to encourage stats over items (to a certain degree, its actually a really tricky one)
- Weapon caps have been changed on a per class basis. This is what we have:
(skill, delay, raw damage)
Fencing: 1.25s , 70 damage
Swords: 1.5s, 90 damage
Macing: 1.75s, 150 damage
Archery: 1.5s. 80 damage
- Slayers will no longer stack
- Damage increase for wep and mage has been capped at 350 instead of 300. (this counts DI/SDI as well as buffs/slayers)
- Pet loyalty slightly drops if tamer is not in sight of pet and the pet is being damaged, this will NOT result in pet going wild (it stops at a point)
- Pet loyalty raises if pet is healed using vet.
- Bonded pets will not go wild if tamer is around, feel free to test this by setting loyalty to 0.
- magery cast timers very slightly tweaked - this should only affect people who use scripts, 3rd party plugins, and other forms of gray area mechanisms.
- Invoking honor now actually works, so does ethereal voyage
- Fixed some SE/ML moves (some arn't really like OSI as some were useless, like defense mastery here lets you go over resist cap, on OSI it does not, making it useless, since everyone has 70 physical anyway)
- Some new potions added: see alchemy menu.
This is in broad some of the changes that may need player side testing, so feel free to test this on TC1 and post results.
Archived topic from AOV, old topic ID:2470, old post ID:15646
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Some upcoming changes - please help test on TC1
Macing damage cap is probably too high. I understand you are trying to get more macers out there, but it's easy as hell to get 35 damage from a maces AI. All it takes is GM tactics and like 45% item DI.
Just a thought. Not trying to pick or anything.
As for spell casting...I was on TC1 earlier to compare Wither and I realized it wouldn't let me spam. If I held down my hotkey at coon it ended up saying "You have not recovered from casting a spell"
Oh yeah, and wither does the same damage on both TC and live.
Archived topic from AOV, old topic ID:2470, old post ID:15647
Just a thought. Not trying to pick or anything.
As for spell casting...I was on TC1 earlier to compare Wither and I realized it wouldn't let me spam. If I held down my hotkey at coon it ended up saying "You have not recovered from casting a spell"
Oh yeah, and wither does the same damage on both TC and live.
Archived topic from AOV, old topic ID:2470, old post ID:15647
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Some upcoming changes - please help test on TC1
Meaning... Double slayers will be useless? And if so how can you actually reach that damage cap of 350? I'm also curious about the reason behind this change if you don't mind explaining, as it could be seen as a down side to people who took time to collect double slayers.Red Squirrel wrote:- Slayers will no longer stack
- Damage increase for wep and mage has been capped at 350 instead of 300. (this counts DI/SDI as well as buffs/slayers)
Archived topic from AOV, old topic ID:2470, old post ID:15648
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- Red Squirrel
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Some upcoming changes - please help test on TC1
Yeah the spam reduction is sort of intentional. If you don't hold keys you'll be ok.
As for double slayers, we saw some people able to take down mini bosses in like 2 seconds, when normally it should take a good 15 minutes, because of the high damage of double slayers. You can still get ridiculously high damage with single slayer, max SDI/DI and buff spells.
Reason we don't want people killing bosses so easily is that it forces us to make them even stronger, then its not fair for others that don't have double slayers (like 90% of other people, as getting that is rare). Also you'd be suprised that the difference is not that big, in fact, 1 slayer + 100DI brings you to 300DI since slayer gives 200% then 100% DI is added. So really you can still do a decent amount of damage, if, as much, just need to work more for it in terms of items/skills (ex: adding anat if you are a warrior, or adding scribe if you are a mage)
And AI is pretty much a guarantee 35 damage, which is why 90 tactics is required to even use it. Though if you find that normal hits are too high let me know.
Archived topic from AOV, old topic ID:2470, old post ID:15649
As for double slayers, we saw some people able to take down mini bosses in like 2 seconds, when normally it should take a good 15 minutes, because of the high damage of double slayers. You can still get ridiculously high damage with single slayer, max SDI/DI and buff spells.
Reason we don't want people killing bosses so easily is that it forces us to make them even stronger, then its not fair for others that don't have double slayers (like 90% of other people, as getting that is rare). Also you'd be suprised that the difference is not that big, in fact, 1 slayer + 100DI brings you to 300DI since slayer gives 200% then 100% DI is added. So really you can still do a decent amount of damage, if, as much, just need to work more for it in terms of items/skills (ex: adding anat if you are a warrior, or adding scribe if you are a mage)
And AI is pretty much a guarantee 35 damage, which is why 90 tactics is required to even use it. Though if you find that normal hits are too high let me know.
Archived topic from AOV, old topic ID:2470, old post ID:15649
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Some upcoming changes - please help test on TC1
Okay, we'll take a look at macing damage to make sure it's not too high. We'll also take a look at wither's damage. Can you give an estimate of about how much less damage it's doing?sliptongue69 wrote:Macing damage cap is probably too high. I understand you are trying to get more macers out there, but it's easy as hell to get 35 damage from a maces AI. All it takes is GM tactics and like 45% item DI.
Just a thought. Not trying to pick or anything.
As for spell casting...I was on TC1 earlier to compare Wither and I realized it wouldn't let me spam. If I held down my hotkey at coon it ended up saying "You have not recovered from casting a spell"
Oh yeah, and wither does the same damage on both TC and live.
Archived topic from AOV, old topic ID:2470, old post ID:15650
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Some upcoming changes - please help test on TC1
Crippling spell spamming to that degree will make champers rely solely on dexxers, which is crap. I know you despise mages and are trying to prevent scripts and the like to be run here, but not being able to hold down the button to cast wither (since its necessary to hold it down due to disruption, something you dexxers don't seem to understand) barely usable.
That's my biggest concern with this update. Wither damage and this casting cap. Since wither sux for pvp here, make it one of the few exceptions to being able to hold the button for?
As far as the maces go, I could switch beelz back over and try to pick up a suit for him and test it out.
Archived topic from AOV, old topic ID:2470, old post ID:15651
That's my biggest concern with this update. Wither damage and this casting cap. Since wither sux for pvp here, make it one of the few exceptions to being able to hold the button for?
As far as the maces go, I could switch beelz back over and try to pick up a suit for him and test it out.
Archived topic from AOV, old topic ID:2470, old post ID:15651
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- Red Squirrel
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Some upcoming changes - please help test on TC1
Actually I've never ever had to hold down a key or use some kind of auto loop. I use wither a lot even if I play a dexxer. It's all about timing.
Archived topic from AOV, old topic ID:2470, old post ID:15652
Archived topic from AOV, old topic ID:2470, old post ID:15652
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- Red Squirrel
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Some upcoming changes - please help test on TC1
Added some changes to wither on TC1.
Archived topic from AOV, old topic ID:2470, old post ID:15653
Archived topic from AOV, old topic ID:2470, old post ID:15653
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Some upcoming changes - please help test on TC1
i love the idea of each wep type having certain swing/dmg caps, but ANY types of changes to base casting times of spells is a major turnoff, I just use UO/Razor for my spells and no pluggin, and nerfing mage again while seemingly pumping up dexxers a bit seems iffy.
Archived topic from AOV, old topic ID:2470, old post ID:15654
Archived topic from AOV, old topic ID:2470, old post ID:15654
Some upcoming changes - please help test on TC1
We need some mages to test to make sure the casting speeds aren't screwed up. Red's basically trying to make it so that extra tools don't allow to exceed the normal cast times so that the cast speeds are fair for everyone. Of course, we need people to help test this so that it can be adjusted if it's too slow or too fast.d. wrote:i love the idea of each wep type having certain swing/dmg caps, but ANY types of changes to base casting times of spells is a major turnoff, I just use UO/Razor for my spells and no pluggin, and nerfing mage again while seemingly pumping up dexxers a bit seems iffy.
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Some upcoming changes - please help test on TC1
hahah, i was waiting for this post.d. wrote:ibut ANY types of changes to base casting times of spells is a major turnoff, I just use UO/Razor for my spells and no pluggin, and nerfing mage again while seemingly pumping up dexxers a bit seems iffy.
oh and, macing seems bit too high for myself too, cause when you think of it, swing speed doesnt mean anything (unless youre archer) cause no dexxer will be able to stand next to someone all the time swingin, as they can move, they try keep distance.
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Some upcoming changes - please help test on TC1
I surely hope this ends the running faster while casting spells than normal people who only try to run, it gets rather annoying afer a while, specialy when the one doing this has a huge internet ego and a big mouth.Seer Death wrote:Red's basically trying to make it so that extra tools don't allow to exceed the normal cast times so that the cast speeds are fair for everyone.
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- Red Squirrel
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Some upcoming changes - please help test on TC1
Actually the run+cast thing may not get fixed with this fix, but I'll leave it at that and see.
If not I have an idea of how to possibly fix that without it hindering mages, hopefully.
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If not I have an idea of how to possibly fix that without it hindering mages, hopefully.
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- Red Squirrel
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Some upcoming changes - please help test on TC1
Just a heads up, I'm aiming to put this update in for tomorrow.
So think the major things to test are the pet loyalty changes and mage casting, so everyone feel free to do so on TC1, its fully up to date.
Remember that you can [add stuff and also [res yourself, do [invul on yourself etc... to make things easier.
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So think the major things to test are the pet loyalty changes and mage casting, so everyone feel free to do so on TC1, its fully up to date.
Remember that you can [add stuff and also [res yourself, do [invul on yourself etc... to make things easier.
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Some upcoming changes - please help test on TC1
For those worried about potential changes, these aren't set in stone. Many of these are beta scripts and have gone through quite a bit of testing before they were even considered being put into production. Be that as it may, there may be some aspects we have overlooked or things that will need to be modified once released.
Player testing will help us fix some of the problems before it gets updated on the test server.
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Player testing will help us fix some of the problems before it gets updated on the test server.
Archived topic from AOV, old topic ID:2470, old post ID:15676
- Red Squirrel
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Some upcoming changes - please help test on TC1
Looks like I'll be busy this weekend with some PC support stuff, so I'll probably push this update to next weekend. I want to try to do it on an early Friday so I can be around if anything goes wrong. But I'm pretty confident everything will go smooth. The update is actually not that huge in terms of content, its lot of back end changes, and calculation changes, but nothing that could really drasticly go wrong.
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