Page 1 of 1

Recent Runic Changes, IMO Interesting

Posted: Fri Feb 22, 2008 2:15 am
by Nosferatu
# Changed all Blacksmithing and Tailoring runic intensities. Runics will now better match up to higher end loot. Maximum intensities are now 100% for all tailoring and blacksmithy runics, minimums are as follows:
# Blacksmithing:

Dull Copper: was 10, now 40

Shadow: was 20, now 45

Copper: was 25, now 50

Bronze: was 30, now 55

Gold: was 35, now 60

Agapite: was 40, now 65

Verite: was 45, now 70

Valorite: was 50, now 85

# Tailoring:

Spined: was 20, now 40

Horned: was 30, now 45

Barbed: was 40, now 50

# Increased chance for GM smiths to get a hued BOD: +20% at 110 skill, +40% at 120 skill
# Increased chance of receiving a Valorite BOD
# Large footwear BODs should now be available in hues
# BODs now have a 10 second wait time between turnins
# NPCs now vocally acknowledge a BOD turnin
# Creatures now give double meat resources in Felucca (except Siege and Mugen)
# Frenzied Whirlwind now does more damage: 20 - 50 per strike
# Certain Dragons have been buffed; they are now more powerful than Cu-Sidhe, Reptalons, or Hiryus but take 5 control slots
# Ancient Wyrms now even more dangerous and powerful
# Harrower resists and weapon skills slightly lowered
# Bag of Sending fixed to handle items' weight ranges properly:

1 - 10 stones cost one charge

11 - 20 costs two, etc.

# Broken quest chains can now be resigned from properly
# Fixed bug where NPCs at the New Haven dock could block escort quests
# Fixed bug where player can become stuck when trying to leave the Dark Knight challenge
# Salvage bag: No longer creates overweight situations
# Salvage bag: Recycles cloth without problems when multiple items exist in the bag
# Salvage bag: Recovered resources will now stack appropriately
# Removed monster firecrackers and particle effects on death
# Blackrock elementals will not be a factor in your Valentine's Day mining activities
# Disabled Halloween trick or treating
# Disabled pumpkins from spawning
# Magincia: Travel spells reenabled
# Magincia: Permanent teleporters set up between Trinsic and Magincia (near the docks on each), both on solid ground
# The New Haven moongate (southwest of the city) received worldbuilding updates, and a guard zone
# Fixxed an exploit where Champ Spawns can be guardwhacked
# Fixed an issue where the Damage Increase property on runic-crafted weapons was occasionally being dropped

Archived topic from AOV, old topic ID:2371, old post ID:15175

Recent Runic Changes, IMO Interesting

Posted: Fri Feb 22, 2008 9:55 am
by dprantl
Yes, let's bet that those stronger dragons are just like AW's, and AW's have been bumped because of it. Funny, it really seems like OSI is watching AOV.

And looking at those runic changes suggests that "higher-end loot" is friking awesome on OSI...

Archived topic from AOV, old topic ID:2371, old post ID:15182

Recent Runic Changes, IMO Interesting

Posted: Fri Feb 22, 2008 10:49 am
by Death
About 80% of those runic tool changes have been put into AOV already (only thing I can think of right now are the max charges on each tool). The intensity 100% part is in already. As bod quests are different on AOV, the OSI bod system does not really apply.

The charges on the runic tools will likely be increased on AOV as well to match OSI but not until all the bod quest changes are put in (Some bod quest fixes + Recipe drop listings + new rewards + higher runic charges. Killing 3 birds with 1 stone).

We're also aware of the 5 slot dragons and are looking at comparisons between those and AWs to see how we want to approach things.

Archived topic from AOV, old topic ID:2371, old post ID:15185

Recent Runic Changes, IMO Interesting

Posted: Fri Feb 22, 2008 11:41 am
by Red Squirrel
Charges are pretty much staying, as they are way easier to get here than on OSI. So the lower charges componsate.

So runics get in the market more but they have lower charges, so really its actually better in a sense.

The intensities were changed even before OSI published them.

The super dragons are on TC1 but I still need to test those, and I have a big feeling OSI will end up nerfing them, so I'll probably nerf them before they even hit the production shard. 1000 hp is kinda WAY too much and those resists are mad insane. So rather then end up having to nerf later, I just wont make them as powerful (when tamed) I'll probably set stat loss or something.

Archived topic from AOV, old topic ID:2371, old post ID:15188

Recent Runic Changes, IMO Interesting

Posted: Fri Feb 22, 2008 1:17 pm
by dprantl
Seer Death wrote:About 80% of those runic tool changes have been put into AOV already (only thing I can think of right now are the max charges on each tool). The intensity 100% part is in already. As bod quests are different on AOV, the OSI bod system does not really apply.

The charges on the runic tools will likely be increased on AOV as well to match OSI but not until all the bod quest changes are put in (Some bod quest fixes + Recipe drop listings + new rewards + higher runic charges. Killing 3 birds with 1 stone).

We're also aware of the 5 slot dragons and are looking at comparisons between those and AWs to see how we want to approach things.
I was aware of the 100% max intensities for all runics, but how about the minimums?

Archived topic from AOV, old topic ID:2371, old post ID:15200

Recent Runic Changes, IMO Interesting

Posted: Fri Feb 22, 2008 1:26 pm
by dprantl
Red Squirrel wrote:The super dragons are on TC1 but I still need to test those, and I have a big feeling OSI will end up nerfing them, so I'll probably nerf them before they even hit the production shard. 1000 hp is kinda WAY too much and those resists are mad insane. So rather then end up having to nerf later, I just wont make them as powerful (when tamed) I'll probably set stat loss or something.
Boo! Remember they have to be stronger than Hiryus, Cu's and Reptalons, so how much nerfing do you think OSI will give them? I think you should make them as OSI did and if they do lower them, you can lower them here too.

Archived topic from AOV, old topic ID:2371, old post ID:15201

Recent Runic Changes, IMO Interesting

Posted: Fri Feb 22, 2008 2:31 pm
by Plastic Man
And as it stands now the new 5 slot AWs seriously Blow. 400 hp and Mana with whatever lame number is their new str? Thats lame as all get out. My Ru can tear them apart and i can use him and still be hounted on ethey, plus his resists pwn the new AWs and 5 slots should be > 4 slots.

Archived topic from AOV, old topic ID:2371, old post ID:15206

Recent Runic Changes, IMO Interesting

Posted: Fri Feb 22, 2008 5:08 pm
by Death
dprantl wrote: I was aware of the 100% max intensities for all runics, but how about the minimums?
Minimums are the same as they were before, it's just the maximums are raised.

Archived topic from AOV, old topic ID:2371, old post ID:15217

Recent Runic Changes, IMO Interesting

Posted: Fri Feb 22, 2008 5:10 pm
by Death
dprantl wrote: Boo! Remember they have to be stronger than Hiryus, Cu's and Reptalons, so how much nerfing do you think OSI will give them? I think you should make them as OSI did and if they do lower them, you can lower them here too.
They will be stronger that hiryus, cus and reptalons but not over an extreme and unreasonable amount.

Archived topic from AOV, old topic ID:2371, old post ID:15218

Recent Runic Changes, IMO Interesting

Posted: Fri Feb 22, 2008 5:12 pm
by dprantl
I can hear the thoughts of Squirrel and Death, "Unnngh, must resist putting in super strong pets. Tamers shouldn't be able to solo tough areas with a pet alone". But seriously, why not? If an archer can go through and solo tough areas alone, why not a tamer with a good pet? So can a dexxer and a mage. I know you guys are dexxers at heart, but please you need to open your minds a little and look at all the player templates, not just the ones you play. And yes, I know you have a tamer squirrel, but it's not the char you would rather play on.

A dragon with 1000HP, why is that overpowered? Do you think it will stand a chance against a peerless boss with 50k HP? And since bosses love to switch targets to the tamers, it's only a matter of time before they die and the dragon is left without the master's healing, especially if the pet is 5 slots and the tamer has to be on foot.

Archived topic from AOV, old topic ID:2371, old post ID:15220

Recent Runic Changes, IMO Interesting

Posted: Fri Feb 22, 2008 5:28 pm
by DOCTOR THUNDER
I think they started being more cautious about pets when I owned them with my 5 single slot yoshis in Khaldun. They came thru minoc passage and it was instant black and white.

Archived topic from AOV, old topic ID:2371, old post ID:15225

Recent Runic Changes, IMO Interesting

Posted: Fri Feb 22, 2008 5:30 pm
by Death
dprantl wrote:I can hear the thoughts of Squirrel and Death, "Unnngh, must resist putting in super strong pets. Tamers shouldn't be able to solo tough areas with a pet alone". But seriously, why not? If an archer can go through and solo tough areas alone, why not a tamer with a good pet? So can a dexxer and a mage. I know you guys are dexxers at heart, but please you need to open your minds a little and look at all the player templates, not just the ones you play. And yes, I know you have a tamer squirrel, but it's not the char you would rather play on.

A dragon with 1000HP, why is that overpowered? Do you think it will stand a chance against a peerless boss with 50k HP? And since bosses love to switch targets to the tamers, it's only a matter of time before they die and the dragon is left without the master's healing, especially if the pet is 5 slots and the tamer has to be on foot.
Tamers can already solo enough alone if they know what they're doing. Dreadhorn is easy for a tamer with a good, poison resistant pet. Not to mention gauntlet is pretty much a freebie for a tamer. There's only a certain few named creatures a tamer cannot tank and when it comes to supremes or paragons, nothing beats a good meatshield taking the damage instead of everyone else. A tamer can stand 7 tiles away and just spam heal on their pet with their uber mana suits. The only time a tamer dies this method is due to an area spell or when the monster decides to lock a target on them which usually does not end up killing them because they get the pet to block the target or they run away out of target zone and just heal up.

We're not saying the dragons aren't going to be worth it, we're just cautious of adding in something with that much power.

Archived topic from AOV, old topic ID:2371, old post ID:15226

Recent Runic Changes, IMO Interesting

Posted: Fri Feb 22, 2008 5:31 pm
by Death
DOCTOR THUNDER wrote:I think they started being more cautious about pets when I owned them with my 5 single slot yoshis in Khaldun. They came thru minoc passage and it was instant black and white.
lol I remember that but that wasn't the reason AWs were nerfed. They were nerfed cause they just plowed through everything with no effort.

Archived topic from AOV, old topic ID:2371, old post ID:15227

Recent Runic Changes, IMO Interesting

Posted: Fri Feb 22, 2008 6:09 pm
by Red Squirrel
Yeah so I want to avoid getting in the same scenario. Nothing worse then nerfing something already in game.

Also dexxers, mages, and archers cannot solo a dungeon as easily as a tamer can, at least not with how the AWs were before. Just do all guard, wait, don't even have to vet. Thats not right.

Archived topic from AOV, old topic ID:2371, old post ID:15231

Recent Runic Changes, IMO Interesting

Posted: Fri Feb 22, 2008 8:35 pm
by Plastic Man
I was just saying that the New 5 slot AWs are pretty weak, if you make 5 slot dragons and they are weaker then they would be Useless. Hell right now I think a Hiryu pwns the new 5 slot AWs so wtf would be the point of adding another 5 slot pet when the ones we have already are NOT worth being on foot.

That last slot puts a tamer at a HUGE disadvantage. In order to compensate for that you should have a pet thats even beefier than the bump from 3 to 4 slots is, because that bump isnt nearly as big an issue.

So I'd say if you do make 5 Slot Drags, Make them about what the 5 slot AWs are (The lower taming difficulty would compensate for the fact that they'd still suck) and Bump the 5 slot AWs a lil bit to make them actually be able to BE a meat shield, either a 100-150 more HP or 10% more on their resists would still not make them MASSIVLY tanks but would make them useful (Honestly I think that the 5 slots should have the stats of the old 3 slotters, Which are NOT unstoppable tanks, just Good pets).

Archived topic from AOV, old topic ID:2371, old post ID:15244