[DEV] Rebalancing Changes, PvP/Combat/Stanzas, Sep 08
Posted: Thu Sep 08, 2005 4:23 pm
Nevrax has just updated the Currently In Test section of the website with a series of previously announced rebalancing changes (PvP/FvF-related), as well as new additions. We'd love to hear your feedback on them.
[ P v P ]
- When leaving a PvP zone and entering a new one, it could happen that you got the message: 'you are safe' when you were not.
- You cannot invite to your team players from opposite factions in a PvP faction area.
- Right now PvP damages are divided by 2 compared to PvE. The original purpose was to make PvP fights to last longer, especially since magicians were able to inflict too many damages. Since we would introduce magical damage absorption, while offensive casters would still have a slightly advantage regarding damage quantity, it would restore some balance here. Also, in PvP, armors above q160 aren't useful since they absorb more damage than a warrior will ever be able to inflict. We then removed this dividing factor.
[ C O M B A T ]
- Double missile stanza now has a new cost: the relative cost. In order to fine tune PvP and PvE, double missile add a 20% cost to all actions.
- Double affliction + direct damage cost when making the action has been increased of 20% overall.
- Recast timer for certain auras are now of 20 mins.
- Depending on the aura, there is a 10 minutes timer for you to be affected again when one wears off.
- Stanza for Area of Effect (bomb, spray, ricochet) have had their power doubled, this is for damages and heal also. Except the first stanza/brick of those 3 effects, which is a bit under factor 2.
- Armors should now absorb creatures' critical damages as intended by the gameplay. Absorption values have been fine tuned. A certain amount of melee damages you receive from creatures will now be absorbed by your armors. Of course, those will vary depending on light, medium, heavy armors and their stats.
The new absorption values are as follows:
Depending on the used materials, the 4 weapons:
- The way resistance works on jewels has been undergoing some changes. You can notably see those in your persona window 'P'. The RESISTANCE category now has more tooltips and the category PROTECTION appeared, also filled with tooltips. They are both for jewels only.
- In a nutshell, resistance let you know if you will be hit by a spell or not; and protection indicates the reduction percentage of spell damage.
- Each jewel can have up to 3 resistances. Those resistances come from the raw materials which you use in order to craft your jewel.
- The new types of resistances (which replace the former ones) are as follows:
- You get a bonus with the resistance of your originating ecosystem.
- When crafting jewels, in the crafting windows, the greyed stats are not used (only the 3 best are chosen). Tooltips will detail it in the craft window, also providing examples of how it works for a better understanding and making the desired/appropriate jewel.
- Former jewels will have their resistance converted to the new system when needed.
- Moreover, jewels now have 3 classes: class 1, 2, 3. Their difference relies on their durability. You will need more raw materials to make a higher class one.
- The protection system (which is not the same thing as the resistance!) has also been reworked:
[ S T A N Z A ]
- Actions in your handbar could be stuck if you played a spell then a power.
- Some tuning was done on sap, stamina and HP heal:
[ P v P ]
- When leaving a PvP zone and entering a new one, it could happen that you got the message: 'you are safe' when you were not.
- You cannot invite to your team players from opposite factions in a PvP faction area.
- Right now PvP damages are divided by 2 compared to PvE. The original purpose was to make PvP fights to last longer, especially since magicians were able to inflict too many damages. Since we would introduce magical damage absorption, while offensive casters would still have a slightly advantage regarding damage quantity, it would restore some balance here. Also, in PvP, armors above q160 aren't useful since they absorb more damage than a warrior will ever be able to inflict. We then removed this dividing factor.
[ C O M B A T ]
- Double missile stanza now has a new cost: the relative cost. In order to fine tune PvP and PvE, double missile add a 20% cost to all actions.
- Double affliction + direct damage cost when making the action has been increased of 20% overall.
- Recast timer for certain auras are now of 20 mins.
- Depending on the aura, there is a 10 minutes timer for you to be affected again when one wears off.
- Stanza for Area of Effect (bomb, spray, ricochet) have had their power doubled, this is for damages and heal also. Except the first stanza/brick of those 3 effects, which is a bit under factor 2.
- Armors should now absorb creatures' critical damages as intended by the gameplay. Absorption values have been fine tuned. A certain amount of melee damages you receive from creatures will now be absorbed by your armors. Of course, those will vary depending on light, medium, heavy armors and their stats.
The new absorption values are as follows:
- For light armors, the absorption range changed from 5%-15% to 5%-25%;
- For medium armors, the absorption range changed from 20%-30% to 20%-40%;
- For heavy armors, the absorption range changed from 45%-55% to 40%-60%.
- axe & mace: 20% more damage, 10% slower;
- pike: 20% less damage, 10% faster, 20 in reach (3 others weapons have 10) that allows to lower received damages by 10%;
- sword: has a parry bonus that allows to lower received damages by 10% (comparing to axe and mace).
Depending on the used materials, the 4 weapons:
- reduce one's dodge from -20 to 0;
- increase target's dodge from +20 to 0;
- reduce target's parry from 0 to +20.
- The way resistance works on jewels has been undergoing some changes. You can notably see those in your persona window 'P'. The RESISTANCE category now has more tooltips and the category PROTECTION appeared, also filled with tooltips. They are both for jewels only.
- In a nutshell, resistance let you know if you will be hit by a spell or not; and protection indicates the reduction percentage of spell damage.
- Each jewel can have up to 3 resistances. Those resistances come from the raw materials which you use in order to craft your jewel.
- The new types of resistances (which replace the former ones) are as follows:
- Desert resistance: includes fire, blind, madness;
- Forest resistance: includes poison, sleep, snare (slow move);
- Lake resistance: includes cold, shockwave, stun;
- Jungle resistance: includes electricity, slow, root;
- Prime Roots resistance: includes acid, rot, fear.
- You get a bonus with the resistance of your originating ecosystem.
- When crafting jewels, in the crafting windows, the greyed stats are not used (only the 3 best are chosen). Tooltips will detail it in the craft window, also providing examples of how it works for a better understanding and making the desired/appropriate jewel.
- Former jewels will have their resistance converted to the new system when needed.
- Moreover, jewels now have 3 classes: class 1, 2, 3. Their difference relies on their durability. You will need more raw materials to make a higher class one.
- The protection system (which is not the same thing as the resistance!) has also been reworked:
- All homins share a common base protection;
- Protection values specific for each civilization are added to the base values on specific magic types: 10% for generic damages, 20% for natural damages, 0% for all others;
- The maximum protection percentage is 70%;
- There is also maximum number of absorbed points, depending on the best skill of the character;
- Generic magic damages are: Acid, Cold, Rot;
- Civilization damages are: Fire (Fyros), Poison (Matis), Shockwave (Tryker), Electricity (Zorai);
[ S T A N Z A ]
- Actions in your handbar could be stuck if you played a spell then a power.
- Some tuning was done on sap, stamina and HP heal:
- HP heal is divided by 2;
- STAM heal is 5 times higher;
- SAP heal is 4.16 times higher.