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Upcoming combat related changes

Posted: Tue Dec 04, 2007 11:27 am
by Red Squirrel
Just outlining a few things that I will be changing, unless people disagree (if I see some disagreement with specifics I'll make poll(s).

- Lumberjacking will give 30% DI instead of 10%. This will still count within the 300DI cap

- Alchemy will give base enhance potion on top of the items, and on top of the item property cap. I'm thinking like 2 EP for each 10 points of alchemy, but I'll figure something out when testing.

So lets say you have 30EP in items and Gm alchemy then you have a total of 70 EP (30 + 20 from skill). The item EP will remain capped the same way it is, but the skill bonus will be tacked on after the cap.

- Extra poison/fire resist will not have an effect on corpse skin. So if you have 90 fire it will be like having 70. So it will have a better use, since most just find ways to have higher then 70 to avoid corpse skin, making it useless.

- Pain spike will now slow down (probably to a fixed value) stamina regeneration while it's in effect


- Will look at bumping gaunt loot, and take a look at demitels as well, maybe give them better loot too.

Archived topic from AOV, old topic ID:1790, old post ID:11503

Upcoming combat related changes

Posted: Tue Dec 04, 2007 12:23 pm
by sliptongue69
DI Cap...how exactly is that calculated again? I know it's Tactics + Anat + 100% item DI.

Definitely bump loot. I think demitels deserve turkey loot, or there abouts, since they've been bumped up in HP/Int.

Archived topic from AOV, old topic ID:1790, old post ID:11507

Upcoming combat related changes

Posted: Tue Dec 04, 2007 1:01 pm
by dprantl
Red Squirrel wrote:- Extra poison/fire resist will not have an effect on corpse skin. So if you have 90 fire it will be like having 70. So it will have a better use, since most just find ways to have higher then 70 to avoid corpse skin, making it useless.

- Pain spike will now slow down (probably to a fixed value) stamina regeneration while it's in effect
So these will apply to mobs as well, right?

Archived topic from AOV, old topic ID:1790, old post ID:11508

Upcoming combat related changes

Posted: Tue Dec 04, 2007 1:02 pm
by Death
sliptongue69 wrote:DI Cap...how exactly is that calculated again? I know it's Tactics + Anat + 100% item DI.

Definitely bump loot. I think demitels deserve turkey loot, or there abouts, since they've been bumped up in HP/Int.
Tactics + Anatomy + 100% DMI items + Honor/Perfection (Around 300%)

Archived topic from AOV, old topic ID:1790, old post ID:11509

Upcoming combat related changes

Posted: Tue Dec 04, 2007 1:04 pm
by Death
I think osi had reasons to remove the 30% DMI from lumberjacking. Maybe make it 20% so 10% above what it is now and 10% lower than what osi found was "too high". Happy medium there: Not too high, not too low.

Archived topic from AOV, old topic ID:1790, old post ID:11510

Upcoming combat related changes

Posted: Tue Dec 04, 2007 1:15 pm
by Red Squirrel
Slayers and other damage modifying spells apply to this as well (ex: divine fury).

Archived topic from AOV, old topic ID:1790, old post ID:11511

Upcoming combat related changes

Posted: Tue Dec 04, 2007 2:41 pm
by theindigothief
Is the talon bite here the old version? Where it does 21-23 dmg? Or the nerfed version? If nerfed. Could we unnerf it?

Archived topic from AOV, old topic ID:1790, old post ID:11514

Upcoming combat related changes

Posted: Tue Dec 04, 2007 3:14 pm
by E.Machine
I'll come play again if I can spam evasion again.

Archived topic from AOV, old topic ID:1790, old post ID:11516

Upcoming combat related changes

Posted: Tue Dec 04, 2007 3:16 pm
by Death
theindigothief wrote:Is the talon bite here the old version? Where it does 21-23 dmg? Or the nerfed version? If nerfed. Could we unnerf it?
Talon bite's base damage is 18-20 like all other ornate axes. That old 21-23 was a problem on osi shards, especially pvp wise hence it was fixed in one of their publishes. Although we won't bring the base damage to 21-23 raw damage, your tactics and anatomy have an impact on the damage. Also, as it is an ornate axe (elven version of an executioner's axe you might say), it will be affected by the lumberjacking bonus in the future, if not already applied.

Archived topic from AOV, old topic ID:1790, old post ID:11517

Upcoming combat related changes

Posted: Tue Dec 04, 2007 3:57 pm
by Red Squirrel
E.Machine wrote:I'll come play again if I can spam evasion again.
You can still spam it... every 10 seconds. But honestly if your playstyle involves always having evasion on, that takes no skill at all, hence why it was set on a timer. Regular parry chance + DCI is already a big factor for a samurai.

Archived topic from AOV, old topic ID:1790, old post ID:11521

Upcoming combat related changes

Posted: Tue Dec 04, 2007 4:05 pm
by dprantl
Red Squirrel wrote:
E.Machine wrote:I'll come play again if I can spam evasion again.
You can still spam it... every 10 seconds. But honestly if your playstyle involves always having evasion on, that takes no skill at all, hence why it was set on a timer. Regular parry chance + DCI is already a big factor for a samurai.
Um yeah, tell that to the damn mobs in Citadel :roll:

Archived topic from AOV, old topic ID:1790, old post ID:11524

Upcoming combat related changes

Posted: Tue Dec 04, 2007 4:12 pm
by Death
dprantl wrote: Um yeah, tell that to the damn mobs in Citadel :roll:
But but!! They're ASSASINS!!! They've been training these arts for years! Observe their tiger claw shadow strike techniques young grasshopper! Keep in mind that they're also affected by repond slayers now.

Archived topic from AOV, old topic ID:1790, old post ID:11525