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proposed mage vs dexxer changes

Posted: Thu Apr 19, 2007 3:56 pm
by Red Squirrel
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

proposed mage vs dexxer changes

Posted: Thu Apr 19, 2007 3:59 pm
by Finlander
60% change to hit seems bit unfair to be honest as 45% can be gotten easily.
Also as we are doing this type of nerfs to dexxer, what about taking look to the mage weapons (meaning the ones with sc)

Archived topic from AOV, old topic ID:526, old post ID:3066

proposed mage vs dexxer changes

Posted: Thu Apr 19, 2007 4:49 pm
by Red Squirrel
Unfair as in too low or too high? By default its actually 50. Come to think of it, that alone is why dexxers have no chance on demise. You can have to best gear in the world, but you won't be hitting most mages.

Archived topic from AOV, old topic ID:526, old post ID:3068

proposed mage vs dexxer changes

Posted: Thu Apr 19, 2007 5:05 pm
by dprantl
With a weapon like The Void, the way it is now with HCI/DCI an archer can land almost every hit. Let's try the +10% HCI bonus instead and see how it goes.

Also, you are kind of missing the point Hector. If a slight nerf is made to both dexxers and mages, then nothing will be accomplished.

Archived topic from AOV, old topic ID:526, old post ID:3069

proposed mage vs dexxer changes

Posted: Thu Apr 19, 2007 5:42 pm
by Red Squirrel
Yeah right now its 25% if fully eaten so yeah, I'll start with changing it to 10% fixed. In fact if people miss more I won't have to touch mortal or disarm and it will balance itself out. Have to keep in mind too that a pure mage is harder to play then a tank mage. A tank mage can be quite powerful considering the new mage weps available, some of which require no combat skill.

Archived topic from AOV, old topic ID:526, old post ID:3071