About the server update.

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Lola
Posts: 491

Re: About the server update.

Post#21 » Thu Mar 10, 2011 7:27 pm

I am definitly happy with this update.
After revision, fixes & adjustments, we will have tons of new opportunities for the future content. Procs were out of control and now we will have the possibility of new lines of procs, spells, we will also use new augments combo (instead of kiss of lifex2 or x3).
Just be patient, give input, make parses, be constructive and you will enjoy THF more than pre patch, it's just a THF rebirth for the best of our actual & future pleasure.

Great job to THF staff!

PS: I vote Tyler for class balance, he loves that! :)

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Tyler
Posts: 4365

Re: About the server update.

Post#22 » Thu Mar 10, 2011 8:37 pm

;)
Item Change -> Reload needed
Spell Change -> Reload AND new Spellfile needed

striat
Posts: 393

Re: About the server update.

Post#23 » Thu Mar 10, 2011 11:07 pm

antihero wrote:AC and/or melee mitigation/avoidance is still far from where we were before the patch.

Sorry, but you're wrong. Perhaps it was focus effects (which should be largely addressed at this time). But, AC nor melee mitigation is far from where it was before the patch.

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Grey
Posts: 1101

Re: About the server update.

Post#24 » Fri Mar 11, 2011 12:49 am

I think its far from where it was prior to the patch. I ran my bard from zone in of poair to just before the porter to xegony isle and almost died 5 times from melee damage.
Prior to this I wouldnt even worry about zooming past only 4 or 5 NPC's but not now.

Did the Xegony event, something I use to solo and I know that right now thats not going to happen for me.
Of course things will continue to change over the next few days but I disagree with the assessment that ac/mitigation is fine.
I'll pull out some older log files later today and copy paste some samples if needed.

striat
Posts: 393

Re: About the server update.

Post#25 » Fri Mar 11, 2011 1:06 am

Grey wrote:I think its far from where it was prior to the patch. I ran my bard from zone in of poair to just before the porter to xegony isle and almost died 5 times from melee damage.
Prior to this I wouldnt even worry about zooming past only 4 or 5 NPC's but not now.

Did the Xegony event, something I use to solo and I know that right now thats not going to happen for me.
Of course things will continue to change over the next few days but I disagree with the assessment that ac/mitigation is fine.
I'll pull out some older log files later today and copy paste some samples if needed.


It could be other issues, but the return on ac/mitigation is the exact same code that it previously was.

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mystickitty
Posts: 921

Re: About the server update.

Post#26 » Fri Mar 11, 2011 2:38 am

<3

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Grey
Posts: 1101

Re: About the server update.

Post#27 » Fri Mar 11, 2011 9:29 am

I dont doubt you sir. It could be any number of things and its just having to figure it out.
As I said I do not envy the staff the job of figuring out all the tiny things that got changed by the code update.
With as much custom code as THF has it is not a simple thing to go and fix all these issues.
Its not much of a change on my warrior, maybe 200 point increase in the average damage per hit over time but for some reason my bard/monk went from 800-1200 range to 1800-3300.
Im bad about backing up logfiles, most are hundreds of MB in size so trying to get gamparse to open them is being a pita.

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TheBloodmoon
Posts: 391

Re: About the server update.

Post#28 » Fri Mar 11, 2011 3:46 pm

Is it possible that the defensive AA's are not working properly? With the idea that combat fury aa's were actually lowering the percentages instead of increase, is it possible that combat agi/sta are doing the same?

Might explain why there's a noticeable change in damage taken ....
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The Bloodmoon Clan

Firenze
Posts: 886

Re: About the server update.

Post#29 » Fri Mar 11, 2011 3:52 pm

less procc = less lifetap = need more healing
Firenze of VallonZek <Europea>

Gwynraven

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TheBloodmoon
Posts: 391

Re: About the server update.

Post#30 » Fri Mar 11, 2011 3:58 pm

It's not even that. It's min/max damage. It's not long duration fights that pose a problem, in my opinion.

It's spike damage.

For example, pre-patch, I could box poair avatars, with lower tiered gear than I have now. Now... I whipe at least once on each avatar. The issue is when Tankzor takes a flurry of 10k hits in a row before I can cast a heal. No lifetap procs are going to save me from that. There just seems to be a decrease in mitigation (and possibly avoidance). But who knows, I could be wrong. I am a bit rusty ... haven't played in months.
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The Bloodmoon Clan

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