Class Balance - Introducing Secrets! (AGAIN!)

Explanations please - no flames
Secrets
Posts: 129

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

Post#31 » Sun Jan 03, 2010 10:08 am

ChaosSlayer wrote:
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


Well, I did not know it was +100% of a base, as far as I knew it was a % chance to crit period, added on top of the base instead of modifying the base.

Either one of two things needs to happen here: Crit chance needs to be re-worked, or I just need to do unnessesary math to get the value to where I want it to be. Cleave VII gives a 78% chance to crit, according to google. I suppose I will tweak these spells serversided before they go live tomorrow and make them be a 300% chance to crit, bringing the base value up to 84%. My bad on this, I didn't even look at source, that's what I get for assuming things...

As for spell crit, it is a value such as 2% and is added to the base chance to crit instead of being a percent of the base value. I am going to keep the spell crit chance modifier at 2%.

before you correct me on the spell crit modifier, it does NOT work the same way as melee crit. striat wrote it, and I checked source and it is working fine. Melee crit was the only one I was concerned about anyway.

Damage Modifier is a bit low, considering some donator weapons get 500% damage modifier and it is a % of the base value, I will be tweaking that accordingly as well (it works like melee crit!).

As for Spell Vulerability, that's also custom and as such is not being modified at all.

2% damage is not a big deal for a 2% crit increase. Keep in mind this is the first rank and should be treated accordingly.

Secrets
Posts: 129

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

Post#32 » Sun Jan 03, 2010 10:13 am

Revised spells look like this:

50% modifier of base instead of 2% modifier of base for melee stuff. -15% of base still applies on the debuffs. spell is beneficial so you can click it off.

5% spell crit, added to base crit instead of modifying the base crit. same with spell vulnerability.

ChaosSlayer
Posts: 1693

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

Post#33 » Sun Jan 03, 2010 10:09 pm

For the record:
-THF uses upped BASE critical values. We have 2% for to critical for ALL classes, and Warriors/Zerkers have 5% normal, and 9% while in Berserk mode.

Also, may want to look over existing custom spells which grant critical chances increase to be "in-line".
For example there is a Spirit of Cainane ferocity which gives +100% critical buff (so 2% base becomes 4%) for 60 sec, once in 5 min. Its obtainable as early as level 20, but only inside Alternative Progression line.
Image

Secrets
Posts: 129

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

Post#34 » Mon Jan 04, 2010 2:41 am

ChaosSlayer wrote:For the record:
-THF uses upped BASE critical values. We have 2% for to critical for ALL classes, and Warriors/Zerkers have 5% normal, and 9% while in Berserk mode.

Also, may want to look over existing custom spells which grant critical chances increase to be "in-line".
For example there is a Spirit of Cainane ferocity which gives +100% critical buff (so 2% base becomes 4%) for 60 sec, once in 5 min. Its obtainable as early as level 20, but only inside Alternative Progression line.


Okay, first things first.

Spell Crit is a % chance, not modified to base crit or anything. I'm aware of the melee crit scaling the base crit chance for melee attacks, however, that is not the case with the spell crit. 2% to spell crit + 2% to spell crit = 4% to spell crit in total example. That is the way Striat coded it, and if you want i'll give you the page on SVN that shows this. Same goes for spell vulnerability %. Melee crit is still a base modifier.

Secondly, I think we're going to review these until the LDON spells merchant comes out. We'll probably stick them on there with no detrimental effects and only positive ones.

ChaosSlayer
Posts: 1693

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

Post#35 » Mon Jan 04, 2010 2:49 am

only meant for Melee Critical actually.
Never had to deal with spell critical yet :mrgreen:
Image

User avatar
Tyler
Posts: 4365

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

Post#36 » Tue Jan 05, 2010 12:18 pm

Since casters suck (DPS wise and there is not much else than DPS currently) - we should consider upping caster nukes alot. So they match or surpass melee power.

I'll check this out.
Item Change -> Reload needed
Spell Change -> Reload AND new Spellfile needed

Secrets
Posts: 129

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

Post#37 » Wed Jan 06, 2010 3:20 am

Tyler wrote:Since casters suck (DPS wise and there is not much else than DPS currently) - we should consider upping caster nukes alot. So they match or surpass melee power.

I'll check this out.


The issue is casters have nothing to scale to atm. An easy fix which me or Striat can code is +spelldamage on gear.

I'll PM you about it later if you want something like that :P

User avatar
Tyler
Posts: 4365

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

Post#38 » Wed Jan 06, 2010 7:27 am

Yea i didn't want to end it here. The changes i did was with the changes you did suggest here in mind. ;)
Item Change -> Reload needed
Spell Change -> Reload AND new Spellfile needed

Lola
Posts: 491

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

Post#39 » Wed Jan 06, 2010 11:31 am

Oh yes please +spell damage on gear :)

The +% critic buff which has been added to Wiz 2.0 overwrites Ro's flaming familiar (+%DD) so we do not use it.

Xebnok
Posts: 57

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

Post#40 » Thu Jan 07, 2010 12:14 am

So was the enchanters are fine update on the new page for real or a joke?

Are the new proposed changes going through or what?
Incognito - Enchanter - <DINODEEPS>
Xebnok - Berserker - <DINODEEPS>
Fatal - Rogue - <DINODEEPS>

Return to “Class balancing”

Who is online

Users browsing this forum: No registered users and 2 guests

cron