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Baelor

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Baelor
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  • Resilience is something we are discussing still internally, no final decision on what we're doing with it yet.
  • I don't believe it's a mechanic we've touched, so it should continue to work as normal.

    I'll double check with Roark next time I see him, but it's nothing I've seen brought up at any point.
  • Currently warriors in the game are capable of reaching 14-15,000 HP on a constant basis, using short term buffs and certain races this can be pushed further up to the 20,000 health marker. We're addressing these issues by fixing at a much lower, and…
  • (Quote) And is already part of their tier 5.

    I've been mulling over this today, nothing I can give you at this point, but know I'm reading this thread and taking ideas on board.
  • Watches are jewellery.
  • Whips aren't classed as weapons, it's a technicality issue. While you wield it to use it, you can't SWING as you can a conventional weapon (also when you weaponprobe it doesn't have stats)

    It's intended.
  • I'll note that it was that report and the reaction from it that put me in the position I'm in now, we're aware that mistakes were made, and we're looking to ensure it doesn't repeat itself.

    Yes your review will go through envoy scrutiny, …
  • I do recall informing you a few weeks ago @Silvanus that Estarra was happy with you filing a special report for the Nihilists to re-open their issues with the pl…
  • There's different factors in there, attack speed, quality of monk weaponry, resistances and vulnerabilities of the target, but no, we're not looking for absolute homogenisation in terms of damage. There should still be a difference in damage at the …
  • It's more likely that we'll adjust NPC health across the board per level than adjust the formula to which resistances and vulnerabilities work. It'd get the same results while being easier to code.
  • Few questions to answer here.


    @Talan: The old compensatory bonuses became defunct with the new system, so there was no need to keep those. What we …
  • I think you misunderstand.

    Currently the system adds a multiplier to abilities based on the stat they correspond with, everything over 12 has a bonus multiplier, everything under 12 has a negative multiplier, and everything at 12 has no m…
  • H/M/E has an entirely new system that Estarra mentioned in a previous thread. With stats gone, H/M/E is normalised for everyone and runs on a level based formula with a 10 level (13 with artifact) buff system.


    As to essence gains, c…
  • I missed a question regarding racial weapons, we're currently looking at weapons internally, and with the system that's coming out, weapon races will receive a damage boost to those weapons specifically. It'll be something along the lines of a 2/8 b…
  • I brought up the topic of damage runes, split damage attacks and the possibility of a universal damage rune with Estarra.

    Putting it simply, there are no plans to add a universal damage rune at any point.

    Split damage…
  • It'll affect the influence attack performances only, it works similar to etiquette in dramaturgy.
  • I didn't want to reply at this point as any post would really be a non-answer, but at the same time I didn't want you to feel like this was going unanswered and/or ignored.

    There has been some discussion internally as to certain runes and…
  • The issue isn't that having a Truefavour made you an outlier, it's that having several gave people fortunate to have access to multiple active divine a distinct and somewhat broken advantage.

    When redoing Truefavours I wanted to make havi…
  • (Quote) So you're saying we need to extend it to a 5x5 grid.

    Noted.
  • Argleblasters and Truefavours do not stack.

    Truefavours will not stack with themselves.

    Both Argleblasters and Truefavours stack fine with everything else.


    We've stated that a large part of this overhaul was to …
  • Neither, Truefavours will no longer stack. Their perk is a one off.
  • Both have a conversion into the new system. The old +health now works on the /10 Health buff scale, the old +stats has a perk attached that acts similar to (but not as awesome as) a truefavour. It won't stack with a Truefavour nor they wi…
  • Unsure about that one, but it'll be replaced with the new racials soon.
  • From what I recall, Amberbeer is now a flat bonus irrelevant of inebriation. I may be confusing this with the change to dark brew, it may in fact be both.
  • Should point out that the new racials are not yet live
  • (Quote)
  • (Quote) This is correct.

    Maluses are calculated after your buff is finalised, so that they operate at full effect and aren't simply overwritten by an excessive level of buffs.
  • (Quote)
    Well it depends on various factors, what your divinus bonus is, what your target's resistance level is.
  • Incorrect, what we've just changed are your bonus damage/resistance from skills and buffs. Such as tattoos, curios, etc.


    Racial modifiers are not live.


    Edit: This also affects PvE damage, yes.
  • There's no planned retune, they'll launch as if being used stats that have no positive or negative modifier, using their base damage and other calculations such as damage bonuses.

    As put a few pages back, abilities that are heav…