Page 2 of 2 FirstFirst 12
Results 21 to 29 of 29

  Click here to go to the first Dev post in this thread.   Thread: Current Endgame situation & my personal proposals

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1
    Guardian of Alterra KingFu's Avatar
    Join Date
    May 2010
    Posts
    17,902
    Thanks Thanks Given 
    825
    Thanks Thanks Received 
    1,860
    Thanked in
    1,020 Posts

    Default

    Quote Originally Posted by Waug View Post
    Although intex piece have more dodge than magor after overall dodge nerfing from stats and has more armor & dodge should be lowered, it should NOT be the case that heal should actually replenishes a small fraction, the health pool itself bigger now, having such high heal actually create superiority from other classes. Adding further damage is not fair either because at luckiest point drain already has the highest damage than anything else at average it's still quite high.
    I don't think heal replenishing more than a small fraction would create an imbalance since there's a trade-off. That's exactly what heal did before the health pools were increased, and how heal has acted since the start of the game. Reverting it back should work fine alongside other changes. If I only said heal should get a boost then I'd agree with you, it would make mage ridiculous. But intex needs a drop in armor and dodge, health/mana pools could use readjusting, and some other tweaks should be made such as str bear getting some of its tanky-ness back. As it stands, intex mage plays way more like a savage pally than anything else. It needs to shed its bulkiness and reclaim its role as support with heal and damage output/AoE.

    The suggestion looking good but then I don't think they would like to work on such basic thing and alter that, rather as I suggested above mana should be nerfed from all endgame set because other classes don't get the benefit of high mana at all, but mage do exploit it all. Nerfing mana should solve the issue to a great extent with other issues. IKR with that lowered ms some mages exploiting tree, hide till ms again and on 3vs3 it would be another pain, I didn't suggest to lower ms cooldown
    I agree, probably wishful thinking on my part that effort of that size would be put into one skill. I think both mana and health shields are just generally too high right now combined with endgame set stats. An intex mage fully buffed with MS sits at 30 dodge, ~665 armor, ~950 health, ~1,480 mana, which is egregious. I definitely think MS needs its armor buffed stripped at the very least. I'd be in support of really any change made to it though, including a shorter duration.

  2. #2
    Senior Member Burningdex's Avatar
    Join Date
    Dec 2011
    Posts
    2,996
    Thanks Thanks Given 
    2,087
    Thanks Thanks Received 
    519
    Thanked in
    365 Posts

    Default

    in response to myst^.

    thanks for taking us low levels into account (<50). But i think, if hit% is going to be tweaked again, modify it across the level brackets, and not just one blanket change (in pvp atleast) so that pallies or str birds still get to the hit cap at most levels (im aware focus exists) under 50.

    besides that, im in complete agreement ^^

    ps- sorry if that made no sense, its about 11pm here.
    nothing lasts forever

  3. #3
    Member
    Join Date
    Mar 2014
    Posts
    111
    Thanks Thanks Given 
    0
    Thanks Thanks Received 
    1
    Thanked in
    1 Post

    Default

    Quote Originally Posted by KingFu View Post
    I don't think heal replenishing more than a small fraction would create an imbalance since there's a trade-off. That's exactly what heal did before the health pools were increased, and how heal has acted since the start of the game. Reverting it back should work fine alongside other changes. If I only said heal should get a boost then I'd agree with you, it would make mage ridiculous. But intex needs a drop in armor and dodge, health/mana pools could use readjusting, and some other tweaks should be made such as str bear getting some of its tanky-ness back. As it stands, intex mage plays way more like a savage pally than anything else. It needs to shed its bulkiness and reclaim its role as support with heal and damage output/AoE.



    I agree, probably wishful thinking on my part that effort of that size would be put into one skill. I think both mana and health shields are just generally too high right now combined with endgame set stats. An intex mage fully buffed with MS sits at 30 dodge, ~665 armor, ~950 health, ~1,480 mana, which is egregious. I definitely think MS needs its armor buffed stripped at the very least. I'd be in support of really any change made to it though, including a shorter duration.
    If you are talking about nerfing ms for a whole Pl levels mages, then I must dosagree with you, I (for example) barely stand an angel bird (using my ms) even if he wastes his blast before I do ms, I still have small chance to win, since at 66, you need a to make a decent build, where not all skills can be maxed to be good at pvp. But if you are talking only bout endgame, then I can't tell anything here since my main is 66

  4. #4
    Guardian of Alterra KingFu's Avatar
    Join Date
    May 2010
    Posts
    17,902
    Thanks Thanks Given 
    825
    Thanks Thanks Received 
    1,860
    Thanked in
    1,020 Posts

    Default

    As for hit, looking at it the new stat ratio is 10dex/20int/33str = 1hit%, so super cut and dry numbers. Fiddling around with numbers, I think those values should be changed to 8dex/14int/40str = 1hit% to raise the base stat distribution. In turn, remove hit boosts that are granted from the helm/armor/shield/wep, but keep in the hit boosts added from rings and faces. Base hit should also be bolstered from 65% to 70% to help lower levels a bit. Also, str may seem low, but no one ever uses pure str, so dex compensates for it.

    Here's a few random numbers from chars with the adjusted 8/14/40 numbers and no hit boost from set items:

    80 pure int mage with intex and 3pc ring: ~133 hit% (128% with staff)
    80 pure dex bird with derex talon/3pc: ~167 hit% (~160% if it had a bow)
    80 min str rest dex bear with strax 1H/3pc: ~122 hit%

    All these values are just way more practical. All numbers should be within 3 points of what would be exact, since it varies slightly on a few factors like faces.

    As for other levels, which is a big reason why I think these values should be altered:
    56 pure int charmin mage: 96 hit%
    56 min str rest dex sm bear: 94 hit%
    56 Pure dex obe xbow bird: 113 hit%

    All of these numbers are without a ring or hit face, so you could achieve 4-8% more hit with a 3pc and a face. All these numbers look pretty spot on with what they should.

    I first tried different numbers, but lower levels go shafted by quite a bit, so I changed the numbers to better fit and also figured the base hit% should be made 70 to help balance it.

    Here are stats (no ring) for level 30s:
    Pure int BF mage: 83hit%
    Pure dex shivering xbow bird: 91 hit%
    Iceberg min str bear: 79 hit%

    Also keep in mind no one ever PvPs with straight FN sets.

    These numbers are still a little low, but again could get boosted by about 4-8% with a ring/face combo. One method to help lower levels would be to only remove hit% boost from items that create a set. Non-set items are virtually useless to anything above level 50, and any once-useful non-set items like BT now only give a minute hit% boost (BT gives 1% a piece now). Or simply remove the stat from all items level 50+, whichever is easier to implement. It'd help lower levels still achieve a reasonable hit without impacting higher levels.

    To reiterate, the stat=1 hit% ratios should be changed to 8dex/14int/40str = 1hit% from their current stats. All helm/wep/armor/shield items (potentially only ones that make a set/level 50+) should lose any hit% contribution they might give. Rings and faces should retain their hit boost. Lastly, the base hit% should be raised from 65% to 70. I think that'd almost entirely solve hit% issues across the board with only a few quick fixes.

  5. The Following 2 Users Say Thank You to KingFu For This Useful Post:


  6.   This is the last Dev post in this thread.   #5
    Design Department Cinco's Avatar
    Join Date
    Feb 2010
    Posts
    6,502
    Thanks Thanks Given 
    88
    Thanks Thanks Received 
    12,156
    Thanked in
    3,190 Posts

    Default

    Quote Originally Posted by KingFu View Post
    To reiterate, the stat=1 hit% ratios should be changed to 8dex/14int/40str = 1hit% from their current stats. All helm/wep/armor/shield items (potentially only ones that make a set/level 50+) should lose any hit% contribution they might give. Rings and faces should retain their hit boost. Lastly, the base hit% should be raised from 65% to 70. I think that'd almost entirely solve hit% issues across the board with only a few quick fixes.
    I like this. Will see what I can do for next update. Thanks.
    | | | |

    Need help? Please visit our Support Website at http://support.spacetimestudios.com

  7. The Following 3 Users Say Thank You to Cinco For This Useful Post:


  8. #6
    Senior Member Waug's Avatar
    Join Date
    Apr 2012
    Posts
    3,435
    Thanks Thanks Given 
    282
    Thanks Thanks Received 
    687
    Thanked in
    482 Posts

    Default

    Quote Originally Posted by Cinco View Post
    I like this. Will see what I can do for next update. Thanks.
    Hit debuff doesn't seems to work as intended, my blind at 9 (60%) should debuff opponent's ~130 hit% to significantly less than 100 and should have the effects accordingly but I didn't notice any such.

    You really need to tone down (4 piece wand set) mages, they all ruling everything else on arena, mana is really high, armor is pretty high.

    Also please make it clear that, we gonna have crafted 2h weapons or not eg Derex blaster, then we can actually have an clear picture about the situation.

    P.S. : I just did a little bit PvP with my bear and found, hellscream (60% hit debuff) is working and making opponent miss.
    Last edited by Waug; 01-12-2017 at 09:41 AM.

  9. #7
    Junior Member
    Join Date
    Jul 2011
    Location
    florida
    Posts
    11
    Thanks Thanks Given 
    0
    Thanks Thanks Received 
    1
    Thanked in
    1 Post

    Default

    I suggest not rushing everyone and get better...love u bye

  10. #8
    Senior Member Waug's Avatar
    Join Date
    Apr 2012
    Posts
    3,435
    Thanks Thanks Given 
    282
    Thanks Thanks Received 
    687
    Thanked in
    482 Posts

    Default

    Quote Originally Posted by ozuce View Post
    I suggest not rushing everyone and get better...love u bye
    I suggest u to stay away from my thread IF you don't have anything valuable to add in this topic
    Last edited by Waug; 01-13-2017 at 11:09 AM.

  11. #9
    Senior Member Burningdex's Avatar
    Join Date
    Dec 2011
    Posts
    2,996
    Thanks Thanks Given 
    2,087
    Thanks Thanks Received 
    519
    Thanked in
    365 Posts

    Default

    What he said ^
    nothing lasts forever

Similar Threads

  1. Conserning current situation...
    By ThaAnas in forum AL Suggestions
    Replies: 19
    Last Post: 02-20-2016, 05:46 AM
  2. Conserning current situation...
    By ThaAnas in forum AL General Discussion
    Replies: 16
    Last Post: 02-19-2016, 03:10 PM
  3. Bear is insanely OP at current endgame.
    By Whirlzap in forum PL Player vs. Player
    Replies: 90
    Last Post: 07-31-2012, 09:05 PM
  4. Top 10 Current Endgame Pvp/Ctf Players
    By Diaziveo in forum PL Player vs. Player
    Replies: 35
    Last Post: 05-20-2012, 12:40 PM

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •