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 Post subject: PVP Balance discussion
PostPosted: Thu Jul 10, 2008 7:47 pm 
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Discuss any pvp balances/imbalances you think of here.

Current issues, so assume these will be fixed:

Cure not working entirely
Mages fizzle rate is 100%, will reduce to 50% approx, give or take. Mages need to be moving around more and avoiding hits. :)


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PostPosted: Thu Jul 10, 2008 8:07 pm 

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soon as i get to pvp ill give my insight :)


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PostPosted: Thu Jul 10, 2008 8:18 pm 
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The Test Run mini-ffa:

Ok so this was a bit of fun. One thing i noticed is that summons so need a bit of a delay. I found myself fighting 3 or 4 bears plus a mage in the blink of an eye which i think made me crash, although i still won coz im a lucky s.o.b.

My cure pots seemed a little strange, temperamental lets say.

Ok now everyone knows im not all that into pvp these days, although i do attend the ffa's when im around - but tbh i havnt been to one in ages. That being said - I blew past some of those guys in the 'tester ffa' as if they where not there (naming no names atm - name yourselves if you would like). Now im no expert but that never used to happen & one of our decent pvpers would probably 'blow past' myself in a similar fashion i would guess.

Now the round in which i lost, i was arsing around with my playlist like a dumbass anyways - I then faced the same person in the final round, ditched my bow for a melee wep & shield, result = Tax 1 World 0.

Anyways things just seemed really fast, gunna take a little getting used to but tbh its not a bad thing - At least compared to the old way :arrow: when 2 Fully stocked & Fully Armoured Warriors could pound on each other for an absolute age, with the winner being the guy with more supplies.

(Oh and just a side note: Bob i have no idea how or why, when i died i became my oytra rather than a ghost but then as you saw the ride/char bugged out a litte after that - there's smart guys than me around so im sure this isn't a biggie :). Although it was worth it to see Jessy say something along the lines of "wtf, did that Oytra just dance??") :lol:

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PostPosted: Thu Jul 10, 2008 10:53 pm 
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I think Combat is just too fast considering the heal delay is similar to what it used to be. I'd like to see swings slowed down maybe half the speed of what they are now.

Energy vortex is too powerful.

People can cast through stone walls.

Bows hit WAY too hard and way too fast, even close range.


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PostPosted: Thu Jul 10, 2008 11:02 pm 
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Some of the delays on spells have been made slower. Some of the spells I know of

Cure
Flamestrike
Protection
Harm
Lightning
Gate Travel (portals stay open way to long)
Spells give less stat increases then before.


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PostPosted: Thu Jul 10, 2008 11:19 pm 
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mages fizzle a LOT

if you're wearing any sort of plate, you're in trouble (20% fails)
plus the fact that you can't really cast heal = trouble!

might I suggest that the heavier armour be made to affect meditation to a greater extent, and casting to a lesser extent?

You could have both in as inhibitors:
5% fail on heavy, 2% on light
passive meditation (ie - mana regen without medding) = 1/4 in heavy, 1/2 light
active meditation (using the hat) = 50% chance of failure in heavy and 20% in light.

That's just a thought --> I like the idea of trying to keep mages moving, but it seems to me that the fail rate is a tad high?

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PostPosted: Fri Jul 11, 2008 10:43 am 
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melee weapons and Bows should perhaps be a little slower atleast


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PostPosted: Fri Jul 11, 2008 3:51 pm 

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Yep, I got owned by Tax, and real quick too...

Poison seems alot stronger than it used to be, causes more damage and harder to heal through.

Bows seem to hit real hard now, but maybe it was my crumbling armor, bone chest and wood shield...

I'm 75 healing, and healing doesn't heal half as much as it used to. Even in the other match when I wasn't poisoned.

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PostPosted: Fri Jul 11, 2008 5:49 pm 
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I'd just like to point out the influence the mind has on things.

For example: Posion code has had damage reduced from what it was, just a little more randomness, so every once in a while you MIGHT have one that does more damage. But that's all some poepl enotice. :)

And healing has the exact same healing formula, except that now you fail a lot less.
The only change really is that you heal half-health when poisoned, and have a chance to cure it. But again, that's what people notice. :)


Anyway keep them comming, i'm pretty sure we're going to reduce weapon speeds, I asked earlier last month and a lot of people liked the faster speeds so i let them in, but i think the old speeds wil lbe better.
And yes, i'll adjust so the damage is about the same.


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PostPosted: Fri Jul 11, 2008 6:01 pm 

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I've noticed the difference in heal in the little bit of pvm i've done also.

But all my bandies are from the old client. Do you think that may have something to do with it? I did cut up a res robe and those bandies would not stack with the old ones....


Could the extra poison damage have come from a low AR?
Only had about 29-30 with the shield...

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PostPosted: Fri Jul 11, 2008 7:30 pm 

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Last time I logged on, I pvp'd just abit. And the fizzle rate is way to high, people can shoot threw walls, hitting speed is too fast, and mages can magicaly heal (in mani) even when poisoned...

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PostPosted: Sat Jul 12, 2008 5:56 pm 
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GMBob wrote: Mages fizzle rate is 100%, will reduce to 50% approx, give or take. Mages need to be moving around more and avoiding hits. :)
ok for everyone who is complaining about the fizzle rate there you go again.

things I noticed at the little FFA we had....Emma killed me in 2 shots ( i know not that hard) but I do have 100 str now :P she was using a bow....I crashed TONS and my fail rate for healing was way higher then it used to be

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PostPosted: Sun Jul 13, 2008 3:14 am 
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A big thanks to duck, darr, zott, and aimee, for helping do some testing on weaponry.

We went ahead and went back to something equivalent to the old weapon speeds. And we also added a bigger miss chance, based on your weapon proficiency with the equipped weapon.
20% skill and GM skill will now show a big difference. :)

But also this should feel more like the way things used to be.
As a side affect, mages will notice they can cast a bit better, because they get missed a lot, just like how it used to be. I think the big thing was hits would fizzle mages, but there were tons of misses on the old system. :)

Now, the speed changes only affect NONMAGIC weapons right now. Sometime today i'll get bb to reboot the server so it affects all the weapons, so if you're going to test it, use NORMAL VERSIONS of weapons.

We'll see how these changes pan out while i adjust poison/a few magery things to play nicely.


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PostPosted: Sun Jul 13, 2008 2:59 pm 
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Dedo wrote:...my fail rate for healing was way higher then it used to be
Obviously I'm no expert but I'd guess with the new changes if your not gm anat & healing it is going to have a higher fail rate now? Just a guess but it makes sense to me if your still 60% anat, there or thereabouts anyways :)
GMBob wrote:We went ahead and went back to something equivalent to the old weapon speeds. And we also added a bigger miss chance, based on your weapon proficiency with the equipped weapon.
20% skill and GM skill will now show a big difference. :)
Also just wondering if this change of speed effects monsters/npc's too? - I have no idea if the settings are one and the same or individual, again I'd guess individual. I was just wondering as changes to the speed & success of an attack will effect pvm just as it effects pvp :)

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PostPosted: Tue Jul 15, 2008 6:55 pm 

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I think I've pegged the issue with the bandies.

In the old system I was using several bandies per heal. Now it only uses one. Way back when, as I noticed that I started using 3/heal I asked and was told that as skill increased I would heal more damage per heal, thus requiring more bandies per heal. Made sense.

Getting low on bandies today, I started paying attention to my count. That's when I realized I was only using 1 per heal. That may explain why it seems to be healing less.

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