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Author Topic: Game Balance Changes  (Read 2895 times)
Celuvian
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« on: June 24, 2011, 09:54:55 am »

Quote from: Mesanna;1976857
Game Balance Changes
Focus Skill Spec (PVP)
 
Increase of spell damage increase cap from *15% to 40%* for templates that focus in only one spell school. Focused players, having no more than 30.0 modified skill points in another main skill set will be able to benefit from the raised cap.Main skills include: Magery, Necromancy, Mysticism, Ninjitsu, Bushido, Animal Taming, Musicianship, Chivary, Spellweaving.
*subject to change based on testing
 
Poisoning:
A few tweaks to Poison and Poisoning Skill
Poisoning skill now grants a small measure of resistance to being poisoned.
When poison is cured by any means except potions, the target receives a temporary resistance which is similar to, but less effective than the natural resistance granted by the poisoning skill.

Spells:
  • Poison (Magery): Players with greater than GM Poisoning and GM Magery will have a 10% chance to inflict lethal poison at distance of less than 3 tiles. Poison strength now reduces with range instead of dropping to 1 at ranges 3 or greater.
  • Poison Strike (Necromancy) : Necromancers with greater than 60 poisoning skill will have a 3% to 9% chance (Scales with poison skill) to poison their target.
Healing Skill
 
For healers with 80 skill or greater in healing and anatomy, at half the Heal Duration for self heals, healing will attempt to remove poison and bleed effects. This will reduce the amount healed when the heal is finished its normal duration.
Max Heal Duration Reduced to 8 seconds.
Slip Damage Now Scales based on Dexterity
**Faction Bandages do not require the healing skill and so function using the old healing methods.
 
 
Cure Potions:
Success chance for curing poison with cure potions has been adjusted.
 
Cleansing Winds:
Should no longer heal target after removing mortal wound.
 
Enchanted Apples:
Cooldown Increased to 45
They now have a chance to fail depending on the level and number of curses applied to the user.
Failure does not invoke the cooldown period.
Petals/Poison Immunity:
Deadly poison and stronger now have a 25% chance to break the poison immunity granted by orange petals.
 
SPECIAL MOVES:
Lightning Strike
Mana Cost raised from 5 to 10.
 
Dual Wield
A successful Dual Wield attack will give the player a chance to execute an extra attack at reduced damage for a short duration. Players can execute additional dual wield specials during the initial effect to provide a very slight buff to the duration and an increased chance to execute extra attacks.
Duration of the dual wield effect scales with Ninjitsu skill above 70. Extra attacks are commited at 60% damage of a regular attack and CAN cause additional weapon effects.
Executing additional Dual Wield strikes while already under the dual wield effect will extend the duration by 2 seconds and increase the chance by 15%.
The effect can be stacked up to 2 additional times.
Defensive Mastery:
Defensive mastery will now provide an increase to physical resistance which can exceed the 70% resist cap. The increase scales with Bushido/Ninjitsu and Parry skills.
 
Block:
On executing a successful block, players will receive a bonus to their defense chance which scales with their Ninjitsu or Bushido skill for a short duration. Players will also receive a temporary penalty to their hit chance and damage. While under the block effect, the next damage the player receives will be severely reduced. (Damage reduction scales with parry skill above 70)
Psychic Attack:
A successful psychic will now afflict the target with a 15% Mana Cost Penalty, and a 15% Spell Damage Penalty. This can be stacked one additional time, but does not offer an increase in duration.
 
Force Arrow:
This attack now provides a 20% Damage increase. Additionally it will reduce the target’s DCI by 10%. This attack can also be stacked multiple times for a further DCI reduction of 5% per stack and 2 second duration increase.
The Dazed effect, will now provide a GUARANTEED spell interrupt. Even if the target is under the effect of Protection.
Once this effect wears off, it cannot be re-applied for 10 Seconds.
 
 
 
 
CHIVALRY
The way chivalry and abilities work has been revised so that the effects, and durations now place more emphasis on skill level rather than just karma. In cases where Karma is evaluated, it will provide a modifier to the chivalry skill factor. This means that chivalry will provide a baseline for the power or duration of the effect and karma will either increase or decrease that baseline. In order to achieve the highest possible levels, both skill and karma will be required.
 
 
 
Divine Fury:
Bonus effects and stamina regeneration from divine fury now scale based on chivalry skill and karma. Stamina regeneration from divine fury is no longer a full refreshment, but rather a set amount of stamina.
 
Cleanse By Fire:
Cure chance for poison has been updated.
 
Enemy of One
Enemy of one has now been changed to a Spell Toggle. You can remove the effect before the duration expires by recasting the spell. (Recasting while the spell is in effect will cost 0 mana and 0 cast time)
The Damage bonus will now Scale based on Chivalry Skill. Duration Will Scale with Chivalry and Karma
(PvP)
Enemy of One will now work against Players and Pets. The damage increase cap will be significantly reduced and apply ONLY to the player or Pet being attacked. Damage received from all other sources will be increased by 30% while this ability is in effect versus a player or pet. Duration is capped at 8 seconds for PvP.
Remove Curse
The difficulty of successfully removing curses now scales with the level and number of curses in effect in addition to factoring chivalry skill and karma.
 
Consecrate Weapon
Consecrate Weapon no longer guarantees damage against a target’s weakest resist. Concecrate weapon now provides a scaling chance to do damage against the targets weakest resist type. At 90+ Chivalry, consecrate weapon will also offer a damage increase in addition to optimal damage type.

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Celuvian
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« Reply #1 on: June 24, 2011, 09:59:02 am »

Quote from: Logrus;1978298
Divine Fury:
Max: 15 HCI, DI 20 SSI 15%
This is subject to the 100 DI cap from items

Consecrate:
Max Bonus Damage: 15% @ 120
This is not subject to the 100 DI cap from items.

Enemy of One:
Max Bonus Damage: 64% PvM
Max Bonus Damage: 16% PvP
This is not subject to the 100 DI cap from items.

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Kas Valentine
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« Reply #2 on: June 24, 2011, 01:32:54 pm »

The changes are dirty, at least in respect to the changes to apples, potions and petals. May need to do some testing prior to being caught in the field when they're active. Having said that I do completely agree that they're needed, a lot of the time I feel as though I'm too reliant on the immunity that they grant when combined.

Just an excuse to get even more awesome I reckon !  Grin
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Celuvian
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« Reply #3 on: June 24, 2011, 01:37:29 pm »

Yea the apple nerf is needed imo. Aswell as the cure potions "nerf". And the bandages upgrade is ace. All the other things I mainly like, but the poison change is my fav.
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Kas Valentine
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« Reply #4 on: June 24, 2011, 02:15:29 pm »

Absolutely, if it hadn't taken literal months of GGS gains to GM Poisoning on my thief I'd be tempted to make Kas a Nox Mage. Just to be sure, do soulstones and soulstone fragments only transfer skills for a single character or all characters on the account?
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Sergio
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« Reply #5 on: June 24, 2011, 04:46:03 pm »

all characters on an account
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Kas Valentine
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« Reply #6 on: June 24, 2011, 06:10:20 pm »

So I can transfer Poisoning from one character to another?

Not just back and forth on that character...?
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Keitaro Kazami
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« Reply #7 on: June 24, 2011, 07:00:42 pm »

you can transfer it between chars on the same account and back again..... just not between different accounts
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Celuvian
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« Reply #8 on: June 25, 2011, 12:44:36 am »

Yea, you can switch skills freely between the characters on that account. Theres no limitations, cept on the fragments charges. You go girl.
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Celuvian
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« Reply #9 on: June 25, 2011, 01:50:00 am »

Quote from: Logrus;1978572
There are basically two ways damage is calculated from weapons.
There is the damage increase, which is usually applied as a fraction of weapon damage, and then there are damage modifiers which act on the total damage after the damage increases have been applied.

So theres Damage Increase, and Damage Modifier.

The damage % on your weapon is a damage increase type. So a 50% Damage increase weapon or 50% damage increase on your items, adds an additional 50% of your weapon damage to your base damage.

So if you were using a kryss with base damage 11-13 and factored in all your strength, tactics and anatomy and were hitting for  20-25 and you added 50% Damage increase to the kryss or equipped 50% damage increase worth of items, your damage would increase by 50% of the 11 -13 which is  about 6 points giving you a total of 26-31.
Your total damage increase limit from items in this case would be 100% or an additional 11-13 points.

Divine Fury is like equipping items with damage increase on them.

Consecrate and Enemy of One, are damage modifier effects, ( similar to slayers) which take the final damage, and multiply it.
So if your weapon was 11-13 and your damage after factoring strength, tatics and anatomy was 20-25, and you cast enemy of one at 50%, you would be getting a damage out of 1.5 * the 20-25 which is 30-37.


120 Chivalry with these changes using consecrate, divine fury, and enemy of one provides 79% ( 1.79x) damage modifier and a
20% base damage increase.

Chivalry as in production provides 50% (1.5x) damage modifier damage from enemy of one, and 10% base damage increase from divine fury.

I hope that clarifies it some.

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Kas Valentine
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« Reply #10 on: July 05, 2011, 09:12:08 pm »

S'active now. Wink
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Kas Valentine
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« Reply #11 on: July 05, 2011, 11:04:12 pm »

Actually, no it isn't. Embarrassed
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Keitaro Kazami
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« Reply #12 on: July 06, 2011, 03:14:10 pm »

its active now on test majorly with new client updates and what not publish notes
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Keitaro Kazami
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« Reply #13 on: July 20, 2011, 09:24:28 pm »

This goes live at maintenance TONIGHT!
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