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So it has been long enough since it was last mentioned, which means we should talk about it.
Double Gains was mentioned as something that will happen at some point after the Christmas Raid and Christmas job were gone. Since they are gone, I suppose it's time that we get it.
When can you expect it to start? Well for the sake of making it as simple to answer:
Click here to just see the countdown
How long? 96 hours after that. Or 4 days.
What does double gains affect? Well:
Does
-Double Experience from PVP and Hunt
-Double Item Experience
-Double Honing Experience
-Double payout from jobs
-Double Warfare points
-Double energy per hour (400/hour)
-Double boon xp
Does not
-Double Crafting Experience
-Double transferred Experience
-Double Job Experience
-Stack with buffs (for things like 4x job payout)
-Double hunting points
-Double gang rep gains/loss
-Double Drone xp
-Double raid xp
-Double Casino payout
-Double Drop rate
-Double Focus gain
-Double HP heal at hospital
-Double default token gain
-Double Page load times
-Double rewards from daily quests
And uh, oh, right, a new Werewolf game tobreak try out. New roles, slight alterations to roles, and the same chaos we all love to hate.
Double Gains was mentioned as something that will happen at some point after the Christmas Raid and Christmas job were gone. Since they are gone, I suppose it's time that we get it.
When can you expect it to start? Well for the sake of making it as simple to answer:
Click here to just see the countdown
How long? 96 hours after that. Or 4 days.
What does double gains affect? Well:
Does
-Double Experience from PVP and Hunt
-Double Item Experience
-Double Honing Experience
-Double payout from jobs
-Double Warfare points
-Double energy per hour (400/hour)
-Double boon xp
Does not
-Double Crafting Experience
-Double transferred Experience
-Double Job Experience
-Stack with buffs (for things like 4x job payout)
-Double hunting points
-Double gang rep gains/loss
-Double Drone xp
-Double raid xp
-Double Casino payout
-Double Drop rate
-Double Focus gain
-Double HP heal at hospital
-Double default token gain
-Double Page load times
-Double rewards from daily quests
And uh, oh, right, a new Werewolf game to
Okay... so... the 3 attack types were lies. 
Below is an explanation as to why.
Player 1 has 100 per base stats, including the default starters.
We're interested in 3 in particular; 100 Accuracy, 100 Dodge, and 100 Speed.
Now, imagine said player has equipment that miraculously gives them +100 to every stat.
Again, we are interested in only 3; +100 Accuracy, +100 Dodge, and +100 Speed.
All in all, the player now has 200 Accuracy, 200 Dodge, and 200 Speed.
Now, let us take a look at the attack types: Quick, Aimed, and Cover.
Thankfully, the current description was modified to take into account all stat modifiers.
So the -10% and the +20% are applied after the base stats, items, and abilities are all tabulated.
But here is where the odd part is.
The -10% works as per normal.
The 20% however, isn't a simple * 1.2.
Instead, it adds up the lost stats on the other 2.
So for Aimed attack, Dodge goes to 180, and speed goes to 180.
The lost stats are 20 points from Dodge, and 4 points from Speed.
The total is 24 points. This is added to accuracy. Accuracy itself isn't multiplied by anything.
This means you now end up with 224 Accuracy, 180 Dodge, 180 Speed.
Yup, there is 16 points in Accuracy in this scenario that is just missing.
Therefore, I have fixed it.
It is now doing exactly as it says.
-10% for the 2 stats, and +20% for the other.
How does this affect you? How does this affect the meta?
I have no idea. I'm just fixing a long standing "bug".
Below is an explanation as to why.
Player 1 has 100 per base stats, including the default starters.
We're interested in 3 in particular; 100 Accuracy, 100 Dodge, and 100 Speed.
Now, imagine said player has equipment that miraculously gives them +100 to every stat.
Again, we are interested in only 3; +100 Accuracy, +100 Dodge, and +100 Speed.
All in all, the player now has 200 Accuracy, 200 Dodge, and 200 Speed.
Now, let us take a look at the attack types: Quick, Aimed, and Cover.
Thankfully, the current description was modified to take into account all stat modifiers.
So the -10% and the +20% are applied after the base stats, items, and abilities are all tabulated.
But here is where the odd part is.
The -10% works as per normal.
The 20% however, isn't a simple * 1.2.
Instead, it adds up the lost stats on the other 2.
So for Aimed attack, Dodge goes to 180, and speed goes to 180.
The lost stats are 20 points from Dodge, and 4 points from Speed.
The total is 24 points. This is added to accuracy. Accuracy itself isn't multiplied by anything.
This means you now end up with 224 Accuracy, 180 Dodge, 180 Speed.
Yup, there is 16 points in Accuracy in this scenario that is just missing.
Therefore, I have fixed it.
It is now doing exactly as it says.
-10% for the 2 stats, and +20% for the other.
How does this affect you? How does this affect the meta?
I have no idea. I'm just fixing a long standing "bug".
Warfare results for last round, sorry I forgot to post them!
Warfare: October - December 2019
1: Blade of Dawn: 2,018,000
2: Dark Flame: 1,340,020
3: Outcasts: 1,101,630
4: Chapter: 310,050
Warfare: October - December 2019
1: Blade of Dawn: 2,018,000
2: Dark Flame: 1,340,020
3: Outcasts: 1,101,630
4: Chapter: 310,050
Small update coming.
It's mostly a "behind the scenes" update to Diego's Hideout, though it opens up for adding more variation to quests.
It's basicially a "multi-step" or and additional "progress" system, which makes it possible to add quests where players will have to do certain conditions in a certain order to complete.
Like so:
1. Craft a crowbar
2. Kill a residential guard with said crowbar
Oh and... that is not just an example, it's going to be an actual quest going to be added with the update, it will be called "A thirst for revenge." and will reward a Generic Blueprint.
As always if you guys feel like this quest needs balancing, please don't hestitate creating a thread in suggestions forum with alternatives or changes.
- Lynx
It's mostly a "behind the scenes" update to Diego's Hideout, though it opens up for adding more variation to quests.
It's basicially a "multi-step" or and additional "progress" system, which makes it possible to add quests where players will have to do certain conditions in a certain order to complete.
Like so:
1. Craft a crowbar
2. Kill a residential guard with said crowbar
Oh and... that is not just an example, it's going to be an actual quest going to be added with the update, it will be called "A thirst for revenge." and will reward a Generic Blueprint.
As always if you guys feel like this quest needs balancing, please don't hestitate creating a thread in suggestions forum with alternatives or changes.
- Lynx
- Updated by Charlie
- Updated by Charlie
- Updated by Charlie
- Updated by Charlie
