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…
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)
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.
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.
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.
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 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.
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…
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.
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.