
WoE Physics
#51
Posted 08 November 2010 - 08:36 AM
#52
Posted 08 November 2010 - 08:50 AM
#53
Posted 08 November 2010 - 09:08 AM
#54
Posted 08 November 2010 - 03:02 PM
About Traps, I'm just bothered by the fact that the caster doesn't go into casting animation when laying down the new Traps. For example, if a Ranger uses Ankle Snare, he bends over and puts down an Ankle Snare. But if he uses a Fire Trap, he doesn't even do any animation and poof, you're suddenly taking damage. From my perspective, this bending down animation is what alerts me that the Ranger is doing something funny and that I should move away or do something. This gets extra confusing when the trapper is inside a crowd and since his sprite is just there standing still, it's hard to pick him out of the crowd.
Though there is no special animation, the animation delay (Based on aspd) is there.
I don't know if anyone would agree with me on this but I think the -25% normal ranged attack is unfair now. This is because Ranged normal attacks don't have a significant damage increase over Melee attacks anymore in RE due to the change in the ATK formula. Dex is linear now so there is no quadratic damage increase. 160 DEX vs 110 STR is a small increase in damage only as it only constitutes 100 status attack damage and 25% of base weapon damage increase in renewal. Bows have low atk, low levels and low slots, making the increase quite negligible compared to before.
In pre RE, this mechanic (-25% range normal attack) was deemed fine as the quadratic formula from dex and the fact that % Atk cards affected all of your damage made up for it. 170 Dex meant (170+(170/10)^2=459 which was almost double that of 110+11^2=231! You can clearly see that the -25% range damage and the weak bows were required to lower the damage to make it more similar. But now, you don't see Dex classes do double the damage of melee chars. The new attack formula makes high attack high lvl and high slotted weapons much more important but bows don't have any of these. All of the deadly Ranged skills belong to the melee and mage classes anyways. <.<
#55
Posted 08 November 2010 - 03:12 PM
Edited by Akin, 08 November 2010 - 03:12 PM.
#56
Posted 08 November 2010 - 03:18 PM
#57
Posted 10 November 2010 - 05:07 AM
On a side note, mounts should be more access-able outside Prontera in other towns/facilities via the npc. Or the SC skills could be re-examined for possible nerfs.
Also, could use a stronger formula for reduction in such negative effects? Current Status Ailments/WoE Reductions/Stat Reductions are not "Working as intended".
#58
Posted 10 November 2010 - 05:35 AM
#59
Posted 10 November 2010 - 06:25 AM
I was discussing this with my guild: Currently Shadow Chasers can use their 3rd class skills to Strip mounts from anyone effected by the skill Masquerade. For Royal Guards & Rune Knights, we have to make a trip back to the NPC to retrieve the mount. For Rangers however, they simply have to re-summon the mount for it to return.
How pissed would you be if you lost your mount when you died?
Welcome to Mechanic.
Edited by Brindizer, 10 November 2010 - 06:25 AM.
#60
Posted 24 November 2010 - 09:00 PM
No, it's not a good thing. It makes it harder to defend, overall, when it really matters. All attackers have to do is keep pushing on you until your emp is nearly broken. Then, because you are unable to do anything about this damage it doesn't really matter how good your defense is at that point (assuming the sides are somewhat evenly matched... I mean, otherwise the attackers would never have been able to chip away at the emp anyway). They can just wait and come back at their leisure to finish off the emp. Oh, maybe do this to several castles and try to get them all near the end of WoE.~ It's then that you have to employ cheap tactics that are frowned upon, like purposely breaking your own castle with an alt guild not in the alliance.I actually think being unable to heal the emperium is a very cool thing. It means damage dealt to the emperium matters. A single player getting past and hitting the emperium a few times creates a permenant (at least until siege ends or the castle breaks) liability to the defending guild. Previously if an attack did not completely destroy the emperium, the effort was worthless; any damage done was repaired in a minute, and the attacking guild is back to square one. Now when sieging a fort any damage you get onto the emperium brings you one step closer to a break, even if your attack ultimately fails. That's a good thing.
You make it sound like it's such a bad thing when the damage to an emp can be repaired in a minute, but when an emp could literally go down in 5 sec pre-renewal? No, that didn't matter so much as the ability to thoroughly whomp the defending forces in a timely manner and deploy breakers to the emp. And it was all made easier with recall.
If we are going to give the emp plant defense, it should have 300-400 HP. But then let it be healed by sanctuary, such that sanc heals the emp for 1 HP every 2 skill levels.
I'd rather not give the emp plant defense though. It never needed it in the first place. First of all, it would be a safe bet to at least double the emps' HP. Then give them reasonable defense AND FLEE. Finally, give them passive skills, like that used on wolfhiden and mithril magic manteau that reduce damage further.
#61
Posted 25 November 2010 - 01:59 AM
A stationary giant inanimate stone can move to flee attacks? Makes a lot of sense. Did you know you can still use SW on the Emp? Just staple a Priest/HP/AB there.No, it's not a good thing. It makes it harder to defend, overall, when it really matters. All attackers have to do is keep pushing on you until your emp is nearly broken. Then, because you are unable to do anything about this damage it doesn't really matter how good your defense is at that point (assuming the sides are somewhat evenly matched... I mean, otherwise the attackers would never have been able to chip away at the emp anyway). They can just wait and come back at their leisure to finish off the emp. Oh, maybe do this to several castles and try to get them all near the end of WoE.~ It's then that you have to employ cheap tactics that are frowned upon, like purposely breaking your own castle with an alt guild not in the alliance.
You make it sound like it's such a bad thing when the damage to an emp can be repaired in a minute, but when an emp could literally go down in 5 sec pre-renewal? No, that didn't matter so much as the ability to thoroughly whomp the defending forces in a timely manner and deploy breakers to the emp. And it was all made easier with recall.
If we are going to give the emp plant defense, it should have 300-400 HP. But then let it be healed by sanctuary, such that sanc heals the emp for 1 HP every 2 skill levels.
I'd rather not give the emp plant defense though. It never needed it in the first place. First of all, it would be a safe bet to at least double the emps' HP. Then give them reasonable defense AND FLEE. Finally, give them passive skills, like that used on wolfhiden and mithril magic manteau that reduce damage further.
#62
Posted 25 November 2010 - 02:21 AM
Maybe a slow autoheal (like a few HP every few sec or such) when left untouched for a minute? Or perhaps this could be triggered somehow by the guild defending.
Edited by Charon, 25 November 2010 - 02:22 AM.
#63
Posted 25 November 2010 - 06:56 AM
Perhaps the guild skill restore/regeneration could be used to heal the emperium. Restore would give it a buff that would heal for a small amount over time, where as restore would give it a flat bonus of HP.Nonhealable EMP makes things more interesting, but there should still be at least some way to heal it.
Maybe a slow autoheal (like a few HP every few sec or such) when left untouched for a minute? Or perhaps this could be triggered somehow by the guild defending.
This would allow a guild to heal one emperium at a time at a fixed timer/cooldown, and it could be stopped by an attacking guild.
A 'double recall rush' could thus be countered by a recall->restore->regen counter, and it would give some use to those guild skills.
#64
Posted 25 November 2010 - 07:22 AM
Yes for another important guild skill

#65
Posted 27 November 2010 - 04:49 PM
A stationary giant inanimate stone can move to flee attacks? Makes a lot of sense. Did you know you can still use SW on the Emp? Just staple a Priest/HP/AB there.
I couldn't care less about what seems "realistic" or not at this point. Poisons which could only possibly affect living things with metabolisms affecting every golem/rock/construct monster makes no sense either.
#66
Posted 28 November 2010 - 03:08 AM
#67
Posted 29 November 2010 - 09:25 AM
KE was always better, and in a pinch heal was used for
1. Healing barricades
2. Healing guardian stones
3. Healing profs during down time
4. Sanc healing emperiums
No one ever used heal, because to be perfectly honest it was stupid as all hell.
Now, in renewal, potions are weaker as maximum hp pool are higher (see a Rune Knight with 100k+ hp compared to a LK with 20k)
Potions received an effectiveness modifier of 1.5x where healing amounts are less than what they were prior.
Now I know there are more healing skills, such as the new highness heal which is about 5k~8k abouts. Sadly this is nothing to a 100k hp Rune Knight.
KE is still by far the better choice, and anyone who casts heal on them deserves to be shot. Same for Warlocks, or any class. Heal is completely and utterly useless.
I asked myself "what would make me want to cast this skill?" and I honestly had a hard time thinking of a situation where it would be viable. Its quite shocking really, if highness heal recovered five times what it does now, it would be on par with clashing spiral. It wouldn't out heal it, it couldn't race it due to the delay, and pneuma/KE would still be far better options to cast, but heal would be viable.
A 120 vit rune knight can recover in the upwards of 20k hp/second by spamming condensed whites, where the realistic heal spam on the same character would recover about 1/4~1/5th this value. Multiplying heal's effectiveness by joblvl/10 (balance/scaling) would not make heal always the best option, but it would make it viable or useful as a role/subset of the class.
#68
Posted 29 November 2010 - 09:51 AM
If they had a smart delay between each single use depending on which is used (more delay for yggs berry/seeds), ohko or stupidly strong skill wouldn't be that necessary anymore, it would also fix goh/gfist spam cause it would be harder to get sp back, etc... Impossible to fix anymore though.
Edited by Pururu, 29 November 2010 - 09:53 AM.
#69
Posted 29 November 2010 - 05:19 PM
#70
Posted 07 December 2010 - 01:39 AM

#71
Posted 09 December 2010 - 12:17 PM
#72
Posted 09 December 2010 - 04:28 PM
#73
Posted 25 December 2010 - 02:00 PM
I actually think being unable to heal the emperium is a very cool thing. It means damage dealt to the emperium matters. A single player getting past and hitting the emperium a few times creates a permenant (at least until siege ends or the castle breaks) liability to the defending guild. Previously if an attack did not completely destroy the emperium, the effort was worthless; any damage done was repaired in a minute, and the attacking guild is back to square one. Now when sieging a fort any damage you get onto the emperium brings you one step closer to a break, even if your attack ultimately fails. That's a good thing.
This is very True +1...
I think that the new style Emperium has really changed defense stratagies.

#74
Posted 30 December 2010 - 10:19 AM
#75
Posted 30 December 2010 - 11:13 AM
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