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The Latest on PVP!!!
Posted: Tue Jul 31, 2007 11:31 am
by Nosferatu
At long last, here are the TC4 PvP changes - we'll be taking feedback through the usual methods on all of this, and we'd really appreciate if as many people as possible would test out their templates/playstyle and make sure there are no unintended interactions.
1. Weapon special moves now require Weapon Skill and Tactics of appropriate skill levels. (i.e., 70 in each skill for primary weapon special moves, 90 in each skill for secondary weapon special moves).
a. Exceptions to the Tactics requirement are the following:
i. Wrestling special moves.
ii. Shadowstrike since it already requires 80 Stealth to perform.
iii. Infecting Strike since it already requires Poisoning skill to be effective.
2. Can no longer stack using a weapon special move and casting a spell or activating a skill ability.
3. Nerve Strike paralysis is now breakable on hit.
4. Nerve Strike paralysis is now scaled based on Bushido skill, from 50% chance at 50 skill to 90% chance at 120 skill.
5. Nerve Strike damage is now a little more variable. May be 0 to 10 damage less.
6. The Mana Regeneration item property is now subject to the principle of diminishing returns.
a. The hard cap on MR has been removed.
b. As the total MR from items increases, each successive point of MR will give less overall mana regeneration.
i. This means that adding more MR will always give more mana regeneration.
ii. This also means that as you put more MR items on, you get less of a bonus from each additional MR item.
c. Having higher Meditation and / or Focus skill will give a bonus to mana regeneration gained from MR items.
d. Meditation and /or Focus will now benefit for intermediate values and not just for multiples of 10 (i.e. 80.1 used to give you same MR bonus at 89.9).
7. Hit Point Increase from items is now capped at 25.
8. Enhance Potion from items is now capped at 50. Player characters with Alchemy skill receive an inherent bonus to Enhance Potion that can exceed this cap. The bonus to Enhance Potion equates to +10% for every 33 points of Alchemy (i.e., 80% at GM Alchemy).
9. The formula for controlling a tamed pet currently is based on 80% Taming, 20% Animal Lore. This will now be changed to 50% Taming, 50% Animal Lore so it requires more of a skill commitment to reliably control a tamed pet. The formula for actually taming a creature will remain unchanged.
10. For controlling Lesser Hiryus, a player character will now need at least 90 Bushido (the same required to ride it) or an appropriately high skill level in Animal Taming and Animal Lore.
a. Success chance for control is determined by whichever skill set is higher (i.e., Bushido or the combination of Animal Taming and Animal Lore).
b. The chance to tame a Lesser Hiryu will remain the same.
11. When a Lesser Hiryu chooses to perform the Dismount special maneuver, it will now have a 20% chance to succeed in performing the dismount. This chance use to be 100%.
12. Players now have a better chance of actively meditating at high intelligence/low mana values.
13. Ethereal mount stamina will now regenerate when a player character is not mounted. This value is stored on the character, so it will apply to any ethereal mount that character uses.
14. Evasion can now only be activated once every 20 seconds.
15. Cancel targeting cursor when using Animal Form. This is to prevent abuses such as using a bola, changing into Animal Form, running up your opponent with mount speed, changing out of Animal Form, and then instantly targeting your opponent.
16. Anything that can dismount a player character will now force an opponent out of Animal Form. This includes weapon special moves such as Dismount and Riding Swipe, items such as bolas, and any creatures with Dismount, Raging Stomp, or Bola Throwing AI. The same timer will come into play for returning to animal form after being bola'd as currently exists towards remounting after being bola'd.
17. Added remount delay for Animal Form when using bolas or the Dismount weapon special maneuver.
18. A pet that performs a Dismount special maneuver will now add a remount delay for its owner.
19. Death Strike will now cause 50% less damage when using a ranged weapon.
20. Death Strike damage cap lowered from 70 to 60.
21. Death Strike damage now scales based on the average of Hiding/Stealth from 30% to 100% of normal damage.
22. Cancel targeting cursor when using the Hiding skill. This is to prevent abuses such as commanding your pet to kill, pressing a macro to hide, and then targeting the pet’s victim.
23. Ecru Rings have been changed to possess 50% Enhance Potions.
24. Rune Beetle Corruption pet ability will now reduce each resist by one half of its value for the duration of the corruption. The Rune Beetle Corruption pet ability use to reduce all resists to 0.
25. Pets will possess the same notoriety as their masters when commanded, added as a friend, transferred to another player, etc.
26. Enchanted Apples and Grapes of Wrath will now only be edible once every 120 seconds. The Grapes of Wrath will now have a duration of 20 seconds.
27. Tinker poison trapped boxes will no longer poison the user if the user already has been inflicted with a stronger poison.
bolded were some of my favorites
Archived topic from AOV, old topic ID:1014, old post ID:6552
The Latest on PVP!!!
Posted: Tue Jul 31, 2007 11:43 am
by Red Squirrel
Most of the changes in that publish will be going in eventually.
Archived topic from AOV, old topic ID:1014, old post ID:6559
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Posted: Tue Jul 31, 2007 11:45 am
by E.Machine
I like how he put all that stuff about Hiryu's in bold.
My Hiryu is a Hiryu, not a lesser, if thats what you're getting at.
Archived topic from AOV, old topic ID:1014, old post ID:6561
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Posted: Tue Jul 31, 2007 11:46 am
by Nosferatu
sounds good just thought i would put it in the air , always good to try and open things up to everyone about whats going on in the real shard incase they dont check like me
Archived topic from AOV, old topic ID:1014, old post ID:6562
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Posted: Tue Jul 31, 2007 11:46 am
by Gaiava Arkkaza
lol That publish, I heard half of the PvP guilds are going to leave after that.
But hey, see the 8th one? Thats because of Kaz' tamer. He insta kills people using a hiryu and his 60-80 dmg potions. People were bitching at devs after he killed 20 guys alone. lol
Archived topic from AOV, old topic ID:1014, old post ID:6563
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Posted: Tue Jul 31, 2007 11:47 am
by Lymus
6. The Mana Regeneration item property is now subject to the principle of diminishing returns.
a. The hard cap on MR has been removed.
b. As the total MR from items increases, each successive point of MR will give less overall mana regeneration.
i. This means that adding more MR will always give more mana regeneration.
ii. This also means that as you put more MR items on, you get less of a bonus from each additional MR item.
c. Having higher Meditation and / or Focus skill will give a bonus to mana regeneration gained from MR items.
d. Meditation and /or Focus will now benefit for intermediate values and not just for multiples of 10 (i.e. 80.1 used to give you same MR bonus at 89.9).
Here's the only real important part.
Archived topic from AOV, old topic ID:1014, old post ID:6564
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Posted: Tue Jul 31, 2007 11:52 am
by Nosferatu
Hiryus have always been overpowered in some sence that people can control and pvp, the things i highlight are things from OSI i experience all the time in fel that i think if changed would help a lot. Some of the stuff i highlighted basically never happens on this shard such as deathstrike damge from ranged weapons.. theres pretty much no Daily archer that uses deathstrike that i see pvping everyday so i want it nerfed.
And no one uses bolas so theres another thing that i just thought would be good because i see it exploited on OSI.
Pet noteriety, i think it would be cool to have a murderer pet haha.
Archived topic from AOV, old topic ID:1014, old post ID:6566
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Posted: Tue Jul 31, 2007 11:53 am
by Red Squirrel
The regen and pot part is really the key things I was looking at. That and requireing tactics to use specials. It only makes sense. The hiryu stuff I might add as well, but dismount is based on wrestling skill, its a special shot that the hiryu uses. (mobs can use any special they are assigned, and its based on the skill of whatever wep they are wealding, in most case wrestling)
Archived topic from AOV, old topic ID:1014, old post ID:6567
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Posted: Tue Jul 31, 2007 11:53 am
by Lymus
Red Squirrel wrote:The regen and pot part is really the key things I was looking at. That and requireing tactics to use specials. It only makes sense. The hiryu stuff I might add as well, but dismount is based on wrestling skill, its a special shot that the hiryu uses. (mobs can use any special they are assigned, and its based on the skill of whatever wep they are wealding, in most case wrestling)
1. Weapon special moves now require Weapon Skill and Tactics of appropriate skill levels. (i.e., 70 in each skill for primary weapon special moves, 90 in each skill for secondary weapon special moves).
That fucked tank mages hardcore.
Archived topic from AOV, old topic ID:1014, old post ID:6568
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Posted: Tue Jul 31, 2007 11:54 am
by E.Machine
Yeah I don't care about the murderer pet thing.
And I do think its hilarious a day after you getting eaten by my ru that you make this post.
The drawback to my Ru, is its easy enough to keep me from using it effectively. You keep it poisoned, I can't mount. Those archers just whip out their horselords and all of a sudden its like 150 damage per hit. 3-4 hits and he's dead.
Archived topic from AOV, old topic ID:1014, old post ID:6569
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Posted: Tue Jul 31, 2007 11:55 am
by E.Machine
Lymus wrote:Red Squirrel wrote:The regen and pot part is really the key things I was looking at. That and requireing tactics to use specials. It only makes sense. The hiryu stuff I might add as well, but dismount is based on wrestling skill, its a special shot that the hiryu uses. (mobs can use any special they are assigned, and its based on the skill of whatever wep they are wealding, in most case wrestling)
1. Weapon special moves now require Weapon Skill and Tactics of appropriate skill levels. (i.e., 70 in each skill for primary weapon special moves, 90 in each skill for secondary weapon special moves).
That fucked tank mages hardcore.
Yeah, this is stupid. I honestly hope this is never added. Not just for me, but EVERYONE plays a tank mage at some point or another.
Archived topic from AOV, old topic ID:1014, old post ID:6570
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Posted: Tue Jul 31, 2007 11:57 am
by Lymus
E.Machine wrote:Lymus wrote:Red Squirrel wrote:The regen and pot part is really the key things I was looking at. That and requireing tactics to use specials. It only makes sense. The hiryu stuff I might add as well, but dismount is based on wrestling skill, its a special shot that the hiryu uses. (mobs can use any special they are assigned, and its based on the skill of whatever wep they are wealding, in most case wrestling)
1. Weapon special moves now require Weapon Skill and Tactics of appropriate skill levels. (i.e., 70 in each skill for primary weapon special moves, 90 in each skill for secondary weapon special moves).
That fucked tank mages hardcore.
Yeah, this is stupid. I honestly hope this is never added. Not just for me, but EVERYONE plays a tank mage at some point or another.
I can understand it. You have to have tactics to perform tactical moves. But I'd perfer it if it was like 70 Weapon Skill and 35 Tactics, and 90 weapon skill/45 tactics. Then people would be able to actually keep their build to a point.
Archived topic from AOV, old topic ID:1014, old post ID:6571
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Posted: Tue Jul 31, 2007 12:00 pm
by Nosferatu
i just read all this today including FoF for the past 3 weeks i was bored cuz no one is on so i read it and found it interesting they actually posted pvp changes so i shared and it didnt even do anythign to me ur hiryu hit me one time during the 3 fights i had and it didnt dismount me
Archived topic from AOV, old topic ID:1014, old post ID:6574
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Posted: Tue Jul 31, 2007 12:23 pm
by dprantl
20% for a Hiryu to dismount when it actually decides to do it? That's retarded. If you're going to give a special move to something, do it or don't do it. If you're slow enough to be dismounted by a Hiryu, you deserve to die
Maybe if Hiryus were actually faster it would make more sense... can someone measure how fast they are on OSI?
And I'm glad to see that they are removing the cap for MR, it was just dumb.
The tank mage thing makes me concerned as that's one of my favorite builds to use these days, but it makes sense...
Archived topic from AOV, old topic ID:1014, old post ID:6576
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Posted: Tue Jul 31, 2007 12:23 pm
by Gaiava Arkkaza
You can always get tactics instead of inscription, but that'd still fuck most builds. Specially pure inscribe mages and necro mages.
Archived topic from AOV, old topic ID:1014, old post ID:6577
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Posted: Tue Jul 31, 2007 1:07 pm
by Red Squirrel
dprantl wrote:20% for a Hiryu to dismount when it actually decides to do it? That's retarded. If you're going to give a special move to something, do it or don't do it. If you're slow enough to be dismounted by a Hiryu, you deserve to die
Maybe if Hiryus were actually faster it would make more sense... can someone measure how fast they are on OSI?
And I'm glad to see that they are removing the cap for MR, it was just dumb.
The tank mage thing makes me concerned as that's one of my favorite builds to use these days, but it makes sense...
Yeah the dismount thing I wont add, there already is a % chance, it just happens to be high on hiryus since they have high wrestling.
The wep/tactics I'll have to think about, as it will make people have to change templates. But I think it makes sense, I had actually considered it at one point but not more then that. But now that OSI brought it up... The issue is people who can find a way to not have tactics and still do lot of damage, and on top of that they have access to special shots.
I would probably make it so you need 70 tactics for 1st and 90 tactics for second, and any special shot that requires another skill would not be affected. Basically most of the SE moves. But thinks like AI, crushing, etc would require tactics.
Archived topic from AOV, old topic ID:1014, old post ID:6578
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Posted: Tue Jul 31, 2007 1:13 pm
by Gaiava Arkkaza
Red Squirrel wrote:dprantl wrote:20% for a Hiryu to dismount when it actually decides to do it? That's retarded. If you're going to give a special move to something, do it or don't do it. If you're slow enough to be dismounted by a Hiryu, you deserve to die
Maybe if Hiryus were actually faster it would make more sense... can someone measure how fast they are on OSI?
And I'm glad to see that they are removing the cap for MR, it was just dumb.
The tank mage thing makes me concerned as that's one of my favorite builds to use these days, but it makes sense...
Yeah the dismount thing I wont add, there already is a % chance, it just happens to be high on hiryus since they have high wrestling.
The wep/tactics I'll have to think about, as it will make people have to change templates. But I think it makes sense, I had actually considered it at one point but not more then that. But now that OSI brought it up... The issue is people who can find a way to not have tactics and still do lot of damage, and on top of that they have access to special shots.
I would probably make it so you need 70 tactics for 1st and 90 tactics for second, and any special shot that requires another skill would not be affected. Basically most of the SE moves. But thinks like AI, crushing, etc would require tactics.
If I were you I'd leave it like this. The balancing we did here is already enough, and honestly all we lack is players to show that.
Unique thing that WOULD be missing is pets unable to attack players in fel unless by all guard. But thats beating on the dead horse. Most mages cant afford tactics, and the ones who can usually suffer from lacking poisoning and such.
Such update about AIs and such wouldnt hurt warriors, because every single warrior template can afford tactics and anatomy, but not many mages template can do the same.
Archived topic from AOV, old topic ID:1014, old post ID:6580
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Posted: Tue Jul 31, 2007 1:19 pm
by Nosferatu
well on OSI theres not as much HP to go around as we have here, so when mages do damage like we can possibly do here all i have is enough macing to do specials, if i needed tactics it would ruin the template =]
Archived topic from AOV, old topic ID:1014, old post ID:6581
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Posted: Tue Jul 31, 2007 1:33 pm
by Red Squirrel
Yeah was thinking that too, theres already been lot of combat related changes which have fixed lot of imbalance issues already.
And even with 130 hp a good mage combo will kill you in 1 hit. Ask d. about that one.
Reason doing coon with pure pvm char is bad, get raided and you're screwed LOL. Was fun though.
Archived topic from AOV, old topic ID:1014, old post ID:6584
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Posted: Tue Jul 31, 2007 3:42 pm
by Death
Red Squirrel wrote:Yeah was thinking that too, theres already been lot of combat related changes which have fixed lot of imbalance issues already.
And even with 130 hp a good mage combo will kill you in 1 hit. Ask d. about that one.
Reason doing coon with pure pvm char is bad, get raided and you're screwed LOL. Was fun though.
lol ya I saw that happening too. I was popping in to see what people were doing when you got ko'd. Anyways about the tactics thing. I'm not entirely 100% with it because I know how popular weapon mages are these days. However, at the same time I'm not in favor of mages without any tactics being able to use specials when a warrior requires 2 slots to inflict the same specials. We might consider giving a higher use to the mage weapon property or build it into spell chanelling. On regular weapons, you'd need tactics to use the specials but if it has spell chanelling it allows the mage to use specials regardless of tactics (Or mage wep, still have to brainstorm this one). Just a thought if this decides to go in.
Archived topic from AOV, old topic ID:1014, old post ID:6595
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Posted: Tue Jul 31, 2007 3:53 pm
by Red Squirrel
Yeah and one thing too, mage weapon should be automatic SC, since whats the point of mage wep with no SC, it just makes no sense. So I'd add that as well.
Archived topic from AOV, old topic ID:1014, old post ID:6598
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Posted: Tue Jul 31, 2007 3:56 pm
by Death
Red Squirrel wrote:Yeah and one thing too, mage weapon should be automatic SC, since whats the point of mage wep with no SC, it just makes no sense. So I'd add that as well.
Ya that property is a little underated because of that I think. On normal weapons it's a real bother. The only weapons I can see it being useful on is the sop and the staff of the magi.
Archived topic from AOV, old topic ID:1014, old post ID:6599
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Posted: Tue Jul 31, 2007 4:29 pm
by Gaiava Arkkaza
Even with SC they wouldnt be of much use other then macroing. No ones going to use a mage weapon unless for defense, ever. The -20/-25 magery penalty is WAY too much.
Archived topic from AOV, old topic ID:1014, old post ID:6600
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Posted: Tue Jul 31, 2007 5:01 pm
by Death
Gaiava Arkkaza wrote:Even with SC they wouldnt be of much use other then macroing. No ones going to use a mage weapon unless for defense, ever. The -20/-25 magery penalty is WAY too much.
We could possibly rework the property. After all, it's pretty much useless right now. We could rework it to mean that a mage can use the specials without needing tactics (Wep skill will still be required). We can also get rid of the magery penalty on it so it's always 0% penalty.
Archived topic from AOV, old topic ID:1014, old post ID:6603
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Posted: Tue Jul 31, 2007 5:17 pm
by Red Squirrel
yeah those weps are made mostly for training, or in some cases you can try to fit it in if its a really nice wep, but if it has no SC, then its pointless even for training. In the unequip wep code I can have it check against SC or mage wep. Only thing is if you get a mage wep with SC then the SC will be pointless. I'd have to think of something.
Archived topic from AOV, old topic ID:1014, old post ID:6605