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The combat update is in the game. I updated the stats of the DL and Core Staff as per the last blog for everyone. The HF and SG already had the stats mentioned.
On to more exciting things > Also new public event wow
~Aldo
On to more exciting things > Also new public event wow
~Aldo
After much testing on the new combat changes, we've decided the following will go live on Thursday:
Armor absorption modifier will be 7/2 (currently 3/2)
See discussion in armor feedback in the Main forum for what this means. Essentially, more damage is going to come through.
Final stats for DL, HF, SG, and Core Staff:
HF: 105 Armor, 55 Dodge, 65 speed, 50 dskill
DL: 65 Armor, 90 Dodge, 65 speed, 60 dskill
SG: 70 Armor, 75 Dodge, 65 speed, 90 dskill
Core Staff: +10 to min and max damage.
Once this update settles, we can finally move on to more ..interesting things >
Armor absorption modifier will be 7/2 (currently 3/2)
See discussion in armor feedback in the Main forum for what this means. Essentially, more damage is going to come through.
Final stats for DL, HF, SG, and Core Staff:
HF: 105 Armor, 55 Dodge, 65 speed, 50 dskill
DL: 65 Armor, 90 Dodge, 65 speed, 60 dskill
SG: 70 Armor, 75 Dodge, 65 speed, 90 dskill
Core Staff: +10 to min and max damage.
Once this update settles, we can finally move on to more ..interesting things >
This is a reminder to check out the combat changes mentioned in the last blog on dev! Don't forget you can use the Shadow Dojo to spawn and simulate builds!
Please take some time to test and share feedback in the threads in main. We've gotten a little bit of feedback so far but nothing too deep. This would only make us assume that you're either completely happy with the new changes and are fine for it to be rolled out.
So if you're thinking otherwise, please share your thoughts in Main!
oo sneak peek at something that's taken me several hundreds, if not almost a thousand, hours to get to: https://azarro.tinytake.com/tt/NTE5NjEyNl8xNjI2Mjg0Mw
~Aldo
Please take some time to test and share feedback in the threads in main. We've gotten a little bit of feedback so far but nothing too deep. This would only make us assume that you're either completely happy with the new changes and are fine for it to be rolled out.
So if you're thinking otherwise, please share your thoughts in Main!
oo sneak peek at something that's taken me several hundreds, if not almost a thousand, hours to get to: https://azarro.tinytake.com/tt/NTE5NjEyNl8xNjI2Mjg0Mw
~Aldo
An adjustment to the combat formula will be tested on dev tomorrow for roughly a week starting its rollout there.
What the formula changes is a modifier value in the armor absorption that was recently changed. The previous update's modifier was * 3/2. We'll be increasing this modifier to 7/2.
Effectively, what this means (formula's posted in the feedback thread) is that more damage will come through/less absorbed than what is now the case.
Justification for it is that it is still better than the original hard cap we had on absorption, and could allow for tighter/shorter fights while letting more damage through (i.e. void bows..etc can come thruuuu).
We will additionally be testing +10 to min and max damage on the core staff, +15 armor and +10 dskill to the DL with the adjustment tomorrow.
A lot of us on the volunteer team have been doing a lot of simming and playing around with values. Bongo has especially run the proposed changes above in depth (I can share a pastebin of his several simulations/results) and seems to provide for more balanced builds.
Our focus here was allowing for more balanced builds + tighter fights, given the current formula changes as well as not leaving behind the low damage hitters.
I hope this post explains our rationale in these changes.
Once this update has been tried, tested, discussed, and rolled out after next week, we'll look at an armor swap/exchange, among other combat related things.
Reverting things or wiping progress of over a week would've been way too devastating for this game. I think the best course of action here is to fix-forward with these changes with the best and most thoroughly tested (and beneficial) adjustments we can collectively as a team create.
Thanks for your understanding!
~Aldo
What the formula changes is a modifier value in the armor absorption that was recently changed. The previous update's modifier was * 3/2. We'll be increasing this modifier to 7/2.
Effectively, what this means (formula's posted in the feedback thread) is that more damage will come through/less absorbed than what is now the case.
Justification for it is that it is still better than the original hard cap we had on absorption, and could allow for tighter/shorter fights while letting more damage through (i.e. void bows..etc can come thruuuu).
We will additionally be testing +10 to min and max damage on the core staff, +15 armor and +10 dskill to the DL with the adjustment tomorrow.
A lot of us on the volunteer team have been doing a lot of simming and playing around with values. Bongo has especially run the proposed changes above in depth (I can share a pastebin of his several simulations/results) and seems to provide for more balanced builds.
Our focus here was allowing for more balanced builds + tighter fights, given the current formula changes as well as not leaving behind the low damage hitters.
I hope this post explains our rationale in these changes.
Once this update has been tried, tested, discussed, and rolled out after next week, we'll look at an armor swap/exchange, among other combat related things.
Reverting things or wiping progress of over a week would've been way too devastating for this game. I think the best course of action here is to fix-forward with these changes with the best and most thoroughly tested (and beneficial) adjustments we can collectively as a team create.
Thanks for your understanding!
~Aldo
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