proposed mage vs dexxer changes
Posted: Thu Apr 19, 2007 3:56 pm
Figured I would make this more official, the changes I want to make to help balance it out better. Also lot of people keep saying dexxers are overpowered but don't say why, post it, and something can be done. I'm rarely on, so I dont see that much pvp happening.
1: currently, with equal DCI/HCI, HCI is advantaged by 5-25% (depends on food as well). By default, equal DCI/HCI means only 50% hit chance, which is rather low for a suped up dexxer, when a mage has 100% chance to hit. However, the shift has been deemed to be too extreme, so I'm thinking of making it 10% static, no food involved. So with 45HCI you willhave 60% chance to hit someone with 45DCI, which is still rather low, but with the faster weapons and such, I think this will be fine. The PVM bonus will remain however.
2: Mortal will be resistable for 5 seconds after being used. Similar to para blow and other forms of paralyse.
3: To componsate for mortal, disarm will have a 40% chance to actually hit, if it's recently been used and if the victim is close range. It will still be 100% on archers, since archers can keep their distance anyway and better avoid a disarm, melee chars can get disarmed every single time they go to attack.
If you have disagreements or want to add, post here. This is still a draft since I will have to test it once I impliment it on the test shard.
Archived topic from AOV, old topic ID:526, old post ID:3065
1: currently, with equal DCI/HCI, HCI is advantaged by 5-25% (depends on food as well). By default, equal DCI/HCI means only 50% hit chance, which is rather low for a suped up dexxer, when a mage has 100% chance to hit. However, the shift has been deemed to be too extreme, so I'm thinking of making it 10% static, no food involved. So with 45HCI you willhave 60% chance to hit someone with 45DCI, which is still rather low, but with the faster weapons and such, I think this will be fine. The PVM bonus will remain however.
2: Mortal will be resistable for 5 seconds after being used. Similar to para blow and other forms of paralyse.
3: To componsate for mortal, disarm will have a 40% chance to actually hit, if it's recently been used and if the victim is close range. It will still be 100% on archers, since archers can keep their distance anyway and better avoid a disarm, melee chars can get disarmed every single time they go to attack.
If you have disagreements or want to add, post here. This is still a draft since I will have to test it once I impliment it on the test shard.
Archived topic from AOV, old topic ID:526, old post ID:3065