1.5.1.0 Changes/Discussions

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NiteHawk
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Re: 1.5.1.0 Changes/Discussions

Postby NiteHawk » Sun Jan 22, 2017 8:46 am

Terron wrote:i said in the other thread that extra hps, higher dodge, lower dmg output was too much in conjunction together. agile tanky mages will rule the world now lawl. for awhile then that will be fixed and a new top will reign. nothing that's unexpected to me. balance takes a long time, and its even harder when basing everything on gimped classes (i.e. clerics that heal 2x in pvp) etc. may make an event fair i suppose, but at the same time how will you ever balance a heal spell or anything else so people can just use every abilty they want in events in the future? you cant. hell you cant even script the events to run themselves for the future with such weird rules.

elemental is very viable now, unless changed, because shits going to be mage heavy now.


It's kind of similar to how other games do it though but if all the classes/races get generally balanced than it will have a loop.

People will make mages to kill unwisdom'd fighters.
People will then make high wisdom/lower end fighters to kill mages.
People will then make high end/damage/unwisdomed fighters to kill the high wisdom fighters.

---

The agi change I'm not sure why people are freaking out over. In the most EXTREME conditions, which is 19 agi vs 24 (+1) agi, its 1.5% more. That's not really game breaking :P

Yeah knights and zerkers got a nerf, but 22 str can still dish out 249 dps on a zerker. The biggets flaw is we don't have those oads in yet, while sorcs/necros are based on those values really. Those are the only two classes that lost more damage. You can say other classes did, like assassins.

Assassins mght of lost a little top end damage, but they gained a good portion of minimum damage, which means their average damage will be higher.

Rest of the classes got a boost or at least = damage, but higher average damage cause the min/max damage was closed a bit.

The biggest thing (to me) is HP changes though that might need some playing around with as we go.

Someone said that gnome enchanters are running with 1000hp but is that even true. Isn't it more like 900 HP around?

In any case the amount of Hp might need to be lowered by a tiny bit per END to accommodate that normally lower END has the ability for decent CHAR which means more HP. I'll have to look into it.

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Re: 1.5.1.0 Changes/Discussions

Postby Folder » Sun Jan 22, 2017 10:21 am

Lings/Gnomes with 10 CHR and 17 END have 975 HP now. I haven't played since patch but that's probably too high.
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Re: 1.5.1.0 Changes/Discussions

Postby NiteHawk » Sun Jan 22, 2017 10:40 am

Folder wrote:Lings/Gnomes with 10 CHR and 17 END have 975 HP now. I haven't played since patch but that's probably too high.


I think that would be an OK number with medium CHARISMA amounts (17ish) butyeah its a bit high for 10 char.

I say middleish cause i based most of the tests without that part in. so middle or a little higher would be where it should be 'at'. I kind of thought it was going to be around 900HP but I think I must of did some wrong test (i.e. 750 original to around 875 or 900 HP)

Edit,actually I'm confused, my test show that 17 end should be 900 HP.

(17+1)*2*LVL

(17+1)*2*25= 900.


Fu I must of borked something.

Ohh shit, I totally forgot to include the start HP.

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Re: 1.5.1.0 Changes/Discussions

Postby NiteHawk » Sun Jan 22, 2017 10:52 am

Now I see what i borked.

I based the HO values with the start HP, which as 1275 HP at level 25, this was given to me so I didn't think anything about it.
I based the Ling values without start HP bonus, cause I did this myself using the formula, but forgot to include base HP.

So what happened is that lings got 75HP more then I wanted... They shouldn't lost HP at level 25 with 23 end. That was a mistake. Now I see why everyones all hyped. Basing this off 23end vs 17 end though, anything in between is the cake.

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Re: 1.5.1.0 Changes/Discussions

Postby Folder » Sun Jan 22, 2017 10:59 am

noob admin imo
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NiteHawk
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Re: 1.5.1.0 Changes/Discussions

Postby NiteHawk » Sun Jan 22, 2017 10:59 am

Folder wrote:noob admin imo

shit i know rite.

New formula is

17: 900
960
1020
1080
1140
1200
1260
24: 1320

Which is more whar I wanted it.

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Re: 1.5.1.0 Changes/Discussions

Postby Folder » Sun Jan 22, 2017 11:14 am

That sounds more in line. 975 was pretty high lol :D
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Re: 1.5.1.0 Changes/Discussions

Postby Vindal » Sun Jan 22, 2017 11:18 am

NiteHawk wrote:
Fu I must of borked something.

Ohh shit, I totally forgot to include the start HP.


HOW AM I SUPPOSED TO TRUST YOU!

It makes way more sense now.

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Re: 1.5.1.0 Changes/Discussions

Postby NiteHawk » Sun Jan 22, 2017 11:18 am

1.5.1.1b
-Fixes to '/gadmsg' messages.
-Fixes to '/gtop' messages. 'Description' will not be displayed if it is not used.
-/gloc is persistent now.
-Start room is now a changeable value.
-Many buffs/debuffs will be in purple now when they wear off.
-Defined that guild gold is deducted using certain commands and in the help files.
-Leech adjusted. Instead of giving back /3 or /4 the HP, it now gives back /4, /4.5, /5, or /5.5.
-Rot adjusted again. It is just below leech, and scales until level 25 now.
-Fixed HP again, I mucked up the calculations and gave lings 75 HP more than they should have. HP without charisma is as follows now:
17: 900
18: 960
19: 1020
20: 1080
21: 1140
22: 1200
23: 1260
24: 1320
It's a completely new formula.

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Re: 1.5.1.0 Changes/Discussions

Postby NiteHawk » Sun Jan 22, 2017 11:47 am

And yeah, I get that it's a difference with leech going from /3-/4 heal rate of damage to /4 to /5.5. It's a test. I don't feel like leech should keep them surviving but I feel that it should give back around a cure or jurgen. (it's more around one jurgen now instead of two jurgens on average.) It's not like it's a super low damage spell. It's pretty high. It does 181 on div max with 23 int, and then +12 damage more with wither, so 193 (with 15% div bonus, you'll prob have 13% max atm). Compared to BLAST, which is 207 damage. though obviously if a nercro is there to assist wither will boost it another 12 damage as well in that scenario which would be 219 damage. But you don't need to cast a spell to upkeep the damage of sorc/etc so it should work OK as a difference between them both.

If leech was instead some sort of low damage high return I could understand that, but since it's not I don't think it should be giving mega amounts of HP back.

Rot however works just as good damage wise, -4/-7 points less or so I think but it's poison works very well. It scales to 25 now so it should be a useful spell.


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