1.5.1.0 Changes/Discussions

User avatar
NiteHawk
Site Admin
Posts: 3121
Joined: Wed Apr 20, 2016 7:33 am

1.5.1.0 Changes/Discussions

Postby NiteHawk » Sat Jan 21, 2017 10:29 am

1.5.1.0c
Balance Changes
-Maximum divinity bonus damage/resistance is now 15% (10% on self, 5% with embers.)
-Unaffect rate formula adjusted on the attacker side. (23 int will have the same unaffect rate as before, but going down in INT will cause the unaffect rate to decrease in a less impacting way. This makes it so lower INT doesn't gimp you completely.). Defender wisdom per point still works the same however.
-Unaffect rate adjusted on monsters vs players. Casting a spell will unaffect less on a monster vs players. (Similar to dodge rate on players vs NPCs.) This may need tweaking to be higher/lower.
-All weapons gain +1 minimum starting around level 8 or 15 (depending on the type). All daggers gain +2 minimum. Maximum is the same. This is in an attempt to reduce the range a little as it is slightly high, specially on daggers.
-Spell damage adjusted. Most spells have +2 minimum, but similar maximum damage.
-Rot damage adjusted to be 'just' under leech now, and is useful as a damage spell, based on level 25.
-Health formula adjusted. With lower END you will have higher HP, but higher END will leave you with same HP as before. The formula is now LEVEL*2*(END+1)*CLASSBONUS... This is auto adjusted on your characters on login!
-AGI formula adjusted from 2.0% to 2.3%.
-Minimum dodge is now 1%, maximum dodge is now 99%.
-Knights have a 4% HP bonus instead of 5%.
-Barbarians have a 8% HP bonus instead of 10%.
-Knights/Barbarians damage has been adjusted to be lower. Assassins also have slightly less max damage too.
-Necromancers/Sorcs/Clerics have their damage multipliers raised. Their damage is only useful if they have STR but it is still lower than other classes overall.
-Druid adjustments. Druids bear form lose out on their WISDOM bonus in bear form (made them invincible to spell casters, they already own them cause of high wisdom.). Also, Druid now only lose 5% AGI again but Druids also lost an AGI point in morph forms to balance it out. AGI should be around the same in morph as it was before.
-Thief bonus drop rate from 20% to 33%. Remember they only have to be in the party!
-MR adjustments
--Goblin MR increased from 9% to 19%. (Lower WIS balances this out.)
--Half-ORC MR decreased to 1% to 0%.
--Saurian MR decreased from 3% to 1%.
--Drakeblood MR increased from 0% to 2%.
-All stats can have decimal points in them now making EACH point useful towards the spell/skill (morph/song/spells/etc) For example, on morph you might get 26.5 strength.
-Some song powers adjusted (int was decreased a bit because it was a bit powerful, due to not being able to give small amounts originally.)
-/protect does not reduce AGI. It however still reduces MR a bit.
-/track does not take up any stamina anymore.

--

Server Changes
-Added active top guilds information. This occurs if you are not in a guild and will display current active guilds. It can be disabled with '/togglegtop'. You can view the top guilds manually with '/gtop'.
-'/gadmsg' added. This is the advertisement message that goes in '/gtop' when your guild is displayed there.
-Players can '/apply' to guilds if not in a guild. This is just a minor adjustment and officers and up can view applications with '/gapps' and '/gdelapps'. You still need to meet them manually, but it is an way for newer players to at least get in touch. If there are new applicants, a message will be displayed on login if you are an officer or higher.
-Added support for discord and facebook for announcements.
-Announcements to discord/facebook/in game can be done with one simple command, '/gcast'. This will send a message in game, to facebook, and to discord.
--
Our Discord Server: https://discord.gg/udzY8
Our Facebook Page: https://www.facebook.com/emberonlinegame
--
-Announces PP and item awards in the staff-award channel automatically now on use for easy viewing.
-Added non-playable race/class (for staffers to help them in events at the moment, maybe something bigger will come out of this in the future.)
-Added LAST ONLINE date .. (If they haven't been online yet. This will not take into effect until someone has logged in once since this change.)
-Added some spawn/death logging on special monsters that will help for debug and abuse.
-Fixed /pattack and /pmove when targeting an individual. It now works properly.
-Added some additional handlers for the /mod command.
-When you TRANSFER A CHARACTER, you cannot log that character or transfer again for 1 hour after transfer. It will be in limbo until then.
-Added coding for an universal temple and an universal guild for the training areas.
-You can now see helmets on look over.


Enjoy

Terron
Posts: 802
Joined: Sat Jan 14, 2017 11:36 pm

Re: 1.5.1.0 Changes/Discussions

Postby Terron » Sat Jan 21, 2017 12:50 pm

nice :P keep up the good work.

someone should award you pp for this :lol:
"Once the game is over, the king and the pawn go into the same box"

this game is like sim ant
zerg the red ants with more black ants

User avatar
Mujahideen
Posts: 160
Joined: Wed Apr 20, 2016 2:53 pm

Re: 1.5.1.0 Changes/Discussions

Postby Mujahideen » Sat Jan 21, 2017 2:53 pm

:mrgreen:
Troll. I am here to create the issues that plague the game, I will push your buttons and like the outcome.

killa
Posts: 315
Joined: Wed Sep 07, 2016 3:05 am

Re: 1.5.1.0 Changes/Discussions

Postby killa » Sat Jan 21, 2017 2:54 pm

:cry: halflings get more dodge and more hp. some other guild in game lovin that I bet

killa
Posts: 315
Joined: Wed Sep 07, 2016 3:05 am

Re: 1.5.1.0 Changes/Discussions

Postby killa » Sat Jan 21, 2017 3:02 pm

===Consider applying to one or more of these guilds===
Note: This is a a great way to get assistance, groups and other benifits!

Typo...

But ya totally hate this update but nobody cares what I think ever anyway

User avatar
NiteHawk
Site Admin
Posts: 3121
Joined: Wed Apr 20, 2016 7:33 am

Re: 1.5.1.0 Changes/Discussions

Postby NiteHawk » Sat Jan 21, 2017 3:21 pm

Thanks for the typo.

Lings needed a small boost. The dodge isn't so much more different, the HP formula being change is the biggest thing for that part.

Tomorrows update will have some minor tweaks for guild stuff.

I highly recommend setting your advertisement message. It will help when new players come in. ;D

Thi
Posts: 91
Joined: Tue Nov 08, 2016 7:17 pm

Re: 1.5.1.0 Changes/Discussions

Postby Thi » Sat Jan 21, 2017 5:52 pm

It's a trap, it eats your gold! haha took me 5000 gold in exchange for Advertisement.
Thi
You can find me online on Lightning.

User avatar
Vindal
Posts: 69
Joined: Fri Nov 18, 2016 11:50 am

Re: 1.5.1.0 Changes/Discussions

Postby Vindal » Sat Jan 21, 2017 6:27 pm

NiteHawk wrote:Thanks for the typo.

Lings needed a small boost. The dodge isn't so much more different, the HP formula being change is the biggest thing for that part.

Tomorrows update will have some minor tweaks for guild stuff.

I highly recommend setting your advertisement message. It will help when new players come in. ;D



Boost to Agi and increase from lower end helped halflings sooooo much. While most other races perform well as 3 or 4 classes halflings are now solid choices for every single class in the game. I understand the changes, but halflings as a race are way too powerful now.

I have two level 23 barbs. The one with 22end sits at 1224hp while the 17end sits at 1008hp. Not a lot of difference for FIVE end points. I am definitely retiring all of my horc/dwarf characters.

User avatar
JadeFalcon
Posts: 383
Joined: Wed Jun 29, 2016 8:29 am

Re: 1.5.1.0 Changes/Discussions

Postby JadeFalcon » Sat Jan 21, 2017 6:31 pm

killa wrote:===Consider applying to one or more of these guilds===
Note: This is a a great way to get assistance, groups and other benifits!

Typo...

But ya totally hate this update but nobody cares what I think ever anyway


Yeah man! You wouldnt believe it, but yesterday at Silo we agreed that we would only roll halflings from now on! its like we knew it!
Don't take life too seriously. You will never get out of it alive.

Proud member, Halfling Appreciation Club

HAC Tip of the Week:
Roast Halfling leg with rosemary, garlic and white wine. Ideal for that family dinner!

User avatar
NiteHawk
Site Admin
Posts: 3121
Joined: Wed Apr 20, 2016 7:33 am

Re: 1.5.1.0 Changes/Discussions

Postby NiteHawk » Sat Jan 21, 2017 6:41 pm

The HP in terms of damage and dodge is pretty OK. Dodge doesn't have an extreme change per AGI point, and based on 1mil fights HO vs LING were almost equal, but HO had the random chance of more low or high round amounts vs lings that were more stable in the amount of rounds needed. You're also losing out on str as well obviously which is the rest of it.


It's kind of like having a weapon that deals 100 to 500 damage, and then another weapon that deals 300-300 damage. Both average damage is 300, the 300 damage one is more reliable but you will never have those amazing 500 damage hit battles where they die fast, or terrible 100 hits that don't do much, but since the average is the same, out of 1mil fights, the average amount of wins will be similar.

It favors HOs more though but it was a smaller amount.

We'll see how it places out and adjust if needed. I don't think anything more is needed for AGI really, and END can balance races out as we see fit.


Return to “Archive Chat”

Who is online

Users browsing this forum: No registered users and 187 guests