Making Bards Better

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Honzo
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Re: Making Bards Better

Postby Honzo » Tue Dec 06, 2016 8:26 pm

I personally think its more useful for the Str/Armor and Int/Absorb being different. That forces the choice as well because with just Str/Int increase you get it all. Plus it just feels like it makes more sense to me. What about tacking on some DMG resistance to the hp song as well? Nothing big but like (-5)-(-12) dmg maybe kind of like the Necro wither spell? Then it'd be that you gain dmg reduction not DMG Mitigation(armor/absorb). For Instruments, could you make them grant specific abilities or would that be too difficult? Like having Drum of Celerity would grant you "Song of Celerity" or something? If anything, having the drum give some mana back would help a lot. Say like 20%? Mana is definitely something that needs to be increased, OR song mana per minute decreased. At the same time, it feels like there isn't a lot of reward to get a badass instrument if you only get mana. :( It needs to feel impactful because that's a bards thing, music! Just not sure how to make it feel that way. Could different instruments give different stats or ARMOR?

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NiteHawk
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Re: Making Bards Better

Postby NiteHawk » Wed Dec 07, 2016 6:54 am

Honzo wrote:I personally think its more useful for the Str/Armor and Int/Absorb being different. That forces the choice as well because with just Str/Int increase you get it all. Plus it just feels like it makes more sense to me. What about tacking on some DMG resistance to the hp song as well? Nothing big but like (-5)-(-12) dmg maybe kind of like the Necro wither spell? Then it'd be that you gain dmg reduction not DMG Mitigation(armor/absorb). For Instruments, could you make them grant specific abilities or would that be too difficult? Like having Drum of Celerity would grant you "Song of Celerity" or something? If anything, having the drum give some mana back would help a lot. Say like 20%? Mana is definitely something that needs to be increased, OR song mana per minute decreased. At the same time, it feels like there isn't a lot of reward to get a badass instrument if you only get mana. :( It needs to feel impactful because that's a bards thing, music! Just not sure how to make it feel that way. Could different instruments give different stats or ARMOR?


I don't think HP boosts should gain damage resistance too.

I mean right now instrument items give more overall impact so I guess I will leave it as it is.

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Kawasaki
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Re: Making Bards Better

Postby Kawasaki » Thu Dec 08, 2016 10:34 pm

I just tested it, the songs don't affect ranger pets in the party, I am unable to heal them with the HP song, and the INT song doesn't increase their intelligence any.

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NiteHawk
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Re: Making Bards Better

Postby NiteHawk » Fri Dec 09, 2016 4:32 am

Kawasaki wrote:I just tested it, the songs don't affect ranger pets in the party, I am unable to heal them with the HP song, and the INT song doesn't increase their intelligence any.

Ah okay so its player only. Eventually can change it.

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NiteHawk
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Re: Making Bards Better

Postby NiteHawk » Fri Dec 09, 2016 4:48 am

I'm thinking.

1. Strength and Armor
2. Int and Spell Damage Absorption
3. Heal and something else. (Will sort this out)

I found out I can't really do double bonus for heals easily when OOC cause of the way it works it would overlap by maximum 10 seconds in combat, so wouldn't be good. Probably abused.

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NiteHawk
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Re: Making Bards Better

Postby NiteHawk » Fri Dec 09, 2016 6:03 am

Kawasaki wrote:I just tested it, the songs don't affect ranger pets in the party, I am unable to heal them with the HP song, and the INT song doesn't increase their intelligence any.


This is actually untrue, it does work. (Not sure how you are even checking INT because they don't have anything to effect INT.)

NPCs don't have timers like players do. If there was 15000 timers in game ticking it would seriously have a impact on the server. Instead, NPCs timer is based on exhausted. When they exhaust, it is a tick. So your pet won't heal unless its exhausting itself, unfort. Theres not much that can be done about that and I'm not about to make a separate timer for that just right now. Maybe will adjust in the future. Mind you for other effects it should be OK.

They are getting the STR bonus though, which would be something you could actually test :P

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NiteHawk
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Re: Making Bards Better

Postby NiteHawk » Fri Dec 09, 2016 7:06 am

1.4.1.6d - Bard bard bard
-Sorc 'Power' reduced 1-2 STR points (in favor of bard power being better.)
-Bard songs have been changed. They now have three spells. Regen (HP/MP), Power (STR/AC), Magic (Int/Spell Resistance). These stats are based on level 25 with a OAD instrument.
--Level does not effect now, only instrument (which is a replacement for level) and charisma.
--Power
---Strength multiplier raised a little.
---Armor amount raised a couple. With 23 charisma you will do slightly better then stoneskin.
--Magic
---Int decreased to maximum 2 intelligence gain.
---Spell Resistance boosted. With 23 charisma its 18%. (Form 15%).
--Regen
---HP boosted by double.
---MP gain at higher levels, Does not effect the bard caster however. 1MP typically, 2MP with high level charisma and oad instrument.
-Shell gained 2% magic damage negation on any charisma level. (With 23 charisma it is 22%, so 40% if you are in magic mode on self.).
-Bard cure now uses charisma instead of intelligence but is in line with the other heal spells now.


Should be good to test now.

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NiteHawk
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Re: Making Bards Better

Postby NiteHawk » Fri Dec 09, 2016 7:07 am

Just note until we have level 25 gear it will be lower. Song is based on the instrument and charisma, but not level. instrument is generally the 'level'.

Solo 1vs1 if the bard plays the right spell he should be able to fight off those necros and sorcs pretty nicely.

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Kawasaki
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Re: Making Bards Better

Postby Kawasaki » Fri Dec 09, 2016 8:50 am

NiteHawk wrote:
Kawasaki wrote:I just tested it, the songs don't affect ranger pets in the party, I am unable to heal them with the HP song, and the INT song doesn't increase their intelligence any.


This is actually untrue, it does work. (Not sure how you are even checking INT because they don't have anything to effect INT.)

NPCs don't have timers like players do. If there was 15000 timers in game ticking it would seriously have a impact on the server. Instead, NPCs timer is based on exhausted. When they exhaust, it is a tick. So your pet won't heal unless its exhausting itself, unfort. Theres not much that can be done about that and I'm not about to make a separate timer for that just right now. Maybe will adjust in the future. Mind you for other effects it should be OK.

They are getting the STR bonus though, which would be something you could actually test :P


The monster which we tested on had a base int of 17(4) he sent it away and I turned my song on, I think started playing the INT song that we had at that point, he checked the pet info again after bringing it back and it still had 17(4)

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Kawasaki
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Re: Making Bards Better

Postby Kawasaki » Fri Dec 09, 2016 8:52 am

After typing /song on my bard to get the new song list

Code: Select all

[08:51] Error in ProcessCommand(argv=, Index=-1, isPlayerUse=True, instanceIndex=3, instanceName=Gynaly, isPlayer=True, isNPC=False, isRoom=False, isItem=False, isQuest=False, exception=NLua.Exceptions.LuaScriptException: C:\EOServer\Scripts\Commands\song.lua:42: attempt to perform arithmetic on global 'instrumentPower' (a nil value), stacktrace=   at EOServer.clsLua.LogError(MethodBase method, Exception ex, Object[] values)
[08:51]    at EOServer.clsLua.ProcessCommand(String argv, Int32 Index, Boolean isPlayerUse)
[08:51]    at EOServer.modFunctions.processData(Int32 Index, Byte dataChannel, String Data)
[08:51]    at EOServer.SessionClass.receiveData(IAsyncResult ar)
[08:51]    at System.Net.LazyAsyncResult.Complete(IntPtr userToken)
[08:51]    at System.Net.LazyAsyncResult.ProtectedInvokeCallback(Object result, IntPtr userToken)
[08:51]    at System.Net.Security._SslStream.ProcessFrameBody(Int32 readBytes, Byte[] buffer, Int32 offset, Int32 count, AsyncProtocolRequest asyncRequest)
[08:51]    at System.Net.Security._SslStream.ReadFrameCallback(AsyncProtocolRequest asyncRequest)
[08:51]    at System.Net.AsyncProtocolRequest.CompleteRequest(Int32 result)
[08:51]    at System.Net.FixedSizeReader.CheckCompletionBeforeNextRead(Int32 bytes)
[08:51]    at System.Net.FixedSizeReader.ReadCallback(IAsyncResult transportResult)
[08:51]    at System.Net.LazyAsyncResult.Complete(IntPtr userToken)
[08:51]    at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
[08:51]    at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
[08:51]    at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state)
[08:51]    at System.Net.ContextAwareResult.Complete(IntPtr userToken)
[08:51]    at System.Net.LazyAsyncResult.ProtectedInvokeCallback(Object result, IntPtr userToken)
[08:51]    at System.Net.Sockets.BaseOverlappedAsyncResult.CompletionPortCallback(UInt32 errorCode, UInt32 numBytes, NativeOverlapped* nativeOverlapped)
[08:51]    at System.Threading._IOCompletionCallback.PerformIOCompletionCallback(UInt32 errorCode, UInt32 numBytes, NativeOverlapped* pOVERLAP)
[08:51] )

[08:51] Command not found!


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