Class Balance - Introducing Secrets! (AGAIN!)

Explanations please - no flames
Secrets
Posts: 129

Re: Class Balance - Introducing Secrets! (AGAIN!)

Post#21 » Sun Jan 03, 2010 3:16 am

ChaosSlayer wrote:RE: by 2%

Considering Cleave I is 40%, and 40% on top of 2% BASE5, becomes 2.8% total...
Which 2% you mean by this?
Also, I wonder if server code add worn critical items to base, before buff apply, or counts them all as worn+buffs.


It's a combined percentage, if you have Cleave I, and this buff, you now have 42%.

Xebnok
Posts: 57

Re: Class Balance - Introducing Secrets! (AGAIN!)

Post#22 » Sun Jan 03, 2010 3:48 am

Cant wait for this Secrets.

Going to be making my main an enchanter I do believe.


Keep us posted!
Incognito - Enchanter - <DINODEEPS>
Xebnok - Berserker - <DINODEEPS>
Fatal - Rogue - <DINODEEPS>

Secrets
Posts: 129

Re: Class Balance - Introducing Secrets! (AGAIN!)

Post#23 » Sun Jan 03, 2010 3:51 am

Xebnok wrote:Cant wait for this Secrets.

Going to be making my main an enchanter I do believe.


Keep us posted!


These spells are in for tomorrow morning's reboot.

Also, I am going to review the enchanter donator item.

Xebnok
Posts: 57

Re: Class Balance - Introducing Secrets! (AGAIN!)

Post#24 » Sun Jan 03, 2010 4:39 am

Perfect.


Are these going to be common/spell scriber spells?
Incognito - Enchanter - <DINODEEPS>
Xebnok - Berserker - <DINODEEPS>
Fatal - Rogue - <DINODEEPS>

Secrets
Posts: 129

Re: Class Balance - Introducing Secrets! (AGAIN!)

Post#25 » Sun Jan 03, 2010 5:05 am

Xebnok wrote:Perfect.


Are these going to be common/spell scriber spells?


The beginning ranks will be; they are level 59 spells so it should in theory scribe them.

The next ranks will be chaotic, and then the rank after that is... <scrambled communication>

Xebnok
Posts: 57

Re: Class Balance - Introducing Secrets! (AGAIN!)

Post#26 » Sun Jan 03, 2010 5:13 am

Haha.


Sounds good.


Cant wait for tomorrow :)
Incognito - Enchanter - <DINODEEPS>
Xebnok - Berserker - <DINODEEPS>
Fatal - Rogue - <DINODEEPS>

Xebnok
Posts: 57

Re: Class Balance - Introducing Secrets! (AGAIN!)

Post#27 » Sun Jan 03, 2010 7:15 am

After thinking about everything we talked about tonight I came across another idea for Enchanter donator.

The donator could click a custom form of Monster Summon.

This idea came to me after talking about dire charm changes and enchanter pet changes.
This follows the theme of actual charming a mob from the zone you are in.

This click should summon a monster from the zone you are in and should be controllable.

This monster should be in line with mage DPS pets.
There should be more focus on DPS than tanking ability.

This added with the illusion spells would make for a decent dps/utility class while leaving mages set apart from enchanters in regards to pet tanking ability and their overall casting dps (which should be looked at next)
Incognito - Enchanter - <DINODEEPS>
Xebnok - Berserker - <DINODEEPS>
Fatal - Rogue - <DINODEEPS>

ChaosSlayer
Posts: 1693

Re: Class Balance - Introducing Secrets! (AGAIN!)

Post#28 » Sun Jan 03, 2010 8:37 am

Secrets wrote:
ChaosSlayer wrote:RE: by 2%

Considering Cleave I is 40%, and 40% on top of 2% BASE5, becomes 2.8% total...
Which 2% you mean by this?
Also, I wonder if server code add worn critical items to base, before buff apply, or counts them all as worn+buffs.


It's a combined percentage, if you have Cleave I, and this buff, you now have 42%.


in this case +2% you plan - is essentially big fat 0 :mrgreen:
I don't even notice any difference from Cleave I with its 40%
IMHo start from at least a 100% :mrgreen:
Image

Secrets
Posts: 129

Re: Class Balance - Introducing Secrets! (AGAIN!)

Post#29 » Sun Jan 03, 2010 9:10 am

ChaosSlayer wrote:
Secrets wrote:
ChaosSlayer wrote:RE: by 2%

Considering Cleave I is 40%, and 40% on top of 2% BASE5, becomes 2.8% total...
Which 2% you mean by this?
Also, I wonder if server code add worn critical items to base, before buff apply, or counts them all as worn+buffs.


It's a combined percentage, if you have Cleave I, and this buff, you now have 42%.


in this case +2% you plan - is essentially big fat 0 :mrgreen:
I don't even notice any difference from Cleave I with its 40%
IMHo start from at least a 100% :mrgreen:


These small bonuses are really just to test the system, and to see how much it actually effects players before raising them. 100% crit is just silly, and there's no way in hell I am making it possible to be at 100% crit, unless I devise another way to add critical bonuses, like triple critical hits, critical multiplier, or one of those techniques. If you hit 100% crit, it's basically double damage. Now modify the damage from crits, and you got yourself another stat we can tweak.

ChaosSlayer
Posts: 1693

Re: Class Balance - Introducing Secrets! (AGAIN!)

Post#30 » Sun Jan 03, 2010 9:32 am

Secrets wrote:These small bonuses are really just to test the system, and to see how much it actually effects players before raising them. 100% crit is just silly, and there's no way in hell I am making it possible to be at 100% crit, unless I devise another way to add critical bonuses, like triple critical hits, critical multiplier, or one of those techniques. If you hit 100% crit, it's basically double damage. Now modify the damage from crits, and you got yourself another stat we can tweak.


Secrets, using your own explanation its a +100% of a BASE - which means 2% critical chance we now have, with this buff becomes a whopping 4%.
Cleave VIII already gives you 300%. That just in one slot, and they STACK :mrgreen:

http://www.thehiddenforest.org/spell.php?id=8472
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