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Default Adjustment Needed - 06-07-2008, 11:17 AM

- base pa on armors, please look at it. pa base of elite is 65, by having pa elite with 30% it makes the 15% useless

- Meteor staff, it's way imbalance now players is moaning about it.

- HP increase 30 pop up every time when walking/running (from time to time) no idea why.

- PD Arrows cant buy in stack

- Arena consume x2 of mana in every single spells. Been tested twice just only arena

- Adjustment for weapon in str required. Due to the imbalance of it

- Meteor Staff can hit every single hit on player when there's no pfm/amp even on a 700 MAG with MR 91 FULL SET

- Mixing Cri Pots recipe doesn't work (from what players said, have not personally test it)

That's what i found so far cheers.


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azu (Droozys)


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Default 06-07-2008, 12:17 PM

thats only the base pa of elite legs is 65, hose is 59, plate is 70, chain is 60, berk is 55, horns are 64, wings are 61, full helm is 58, helm is 55, mage hat is 50.

the max is 80%. it just means u need a lower % pa required to reach that 80% this is to favor elite armors, but not to make others worthless



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Default 06-07-2008, 05:41 PM

tav, i think u get the idea of it wrongly. players don't need to get pa 33 elite anymore because it's useless as it's already max pa


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Re: Adjustment Needed
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Default Re: Adjustment Needed - 06-08-2008, 01:36 AM

- base pa on armors, please look at it. pa base of elite is 65, by having pa elite with 30% it makes the 15% useless
I agree.

- Meteor staff, it's way imbalance now players is moaning about it.
Explain

- HP increase 30 pop up every time when walking/running (from time to time) no idea why.
I thought this was fixed?

- PD Arrows cant buy in stack
Ah yes, I forgot about the Sphere Trade not buying multi items.

- Arena consume x2 of mana in every single spells. Been tested twice just only arena
This is meant to be the case because there was too much spam. Mages were forced to take aim, as they are meant to. If I receive more complains, I will adjust.

- Adjustment for weapon in str required. Due to the imbalance of it
Too low? Too high? Explain

- Meteor Staff can hit every single hit on player when there's no pfm/amp even on a 700 MAG with MR 91 FULL SET
I think your mistaken, everyone complains that they cant hit mages lol

- Mixing Cri Pots recipe doesn't work (from what players said, have not personally test it)
Left this alone, as Tav said it worked, will ave to look in to it.


  
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Default 06-08-2008, 03:42 AM

ok heres a few things i suggest:

1. I want a Job, put me to work ffs, I'll start off at bottom of the food chain if I have to, make me a Helper and ill show you ima good add to the server. I know ALOT about HB, ive ran a few servers, as well as been a GM on a few as well and nvr had any complaints, was nvr fired for doing gay stuff with items, and the players all loved every event I ever hosted.

2. Customize the str needed for weapons which will kinda balance out dmg as well cause of course apparently kaxe only needs 182 str -_- and most warrs only get max str of 390 to use almost everything except SB, thats a bad idea, i think str for FS on weapons needs to be redone which will in turn compansate for some of the dmg boosters. On HBu when somebody rolled an amp warr the common stats for that was 400str 500dex 200int rest vit, but when u got weapons like kblade and kaxe using very little str, no more than reg BH str to FS than it gets a little OP in that aspect. Warriors need to be forced to adjust thier str acordingly depending on the weapon they have, not all weapons using same str or the best weapons using the least amount of str. more str = more dmg to begin with and if FS on weapons is adjusted than players that have the best weapons wont have kickass stats as well, but they have to compansate for the fact they need 500str for kaxe or 400 for kblade etc.make gbh use more str as well. the whole point of warriors to begin with was the had high str and high dex, at this point in time warriors get away with that as they get better items and have more pts to put into vit or where ever else which makes it unfair to new and upcoming warriors as well. Mages have always been the laidback class.

3. We need more events on our server, i can't tell you how many times ive told vamp that players at night EST say that the server is boring, lame, etc, we should make more events, maybe even make week long events like Collecting certain things that drop off monsters, I know you guys did it b4, but don't stop there continue with it. Players love GM interaction and just not when they need help, it's ok for GMs to have reg chars and play them but i think during peak times GMs should be on thier respective GMs as well. Right now as it seems, vamp does most if not the bulk of the work on this server. He gets all the whispers, all the Q's all the complaints. Helpers are good to have none the less but they can only do but so much on a server.

4. Vamp said he added blue ball drops to every mob on the 2nd drop to increase new players being able to recieve better items. I killed so many diff things yesterday to test this, and did not get a single blue ball drop.

5. Making crit pots stackable. Players use crit pots as a way of making income on Rebirth and making these items stackable would make it easier for trading as well as selling. Not sure if the alch way vamp coded works, but it would be awesome to find some way to make this easier.

6. There needs to be a GM on at all times if it can be helped. This decreases time spent on having to watch logs during downtimes of no GM, its much easier to ban players or mute players if they are caught in the act than it is to check logs everyday or everytime somebody farts upwind with a SS.

7. Another thing i always suggested with server but it was to late at the time, was to not make cancel a buyable spell from the Magic teacher, i know its a high rate server and everybody is always amped, but nobody ever stop to think what would warriors be like if they werent forced into getting pfm or amp just to stand a chance vs mage, what ever happened to the pure warrior??

8. Maybe just maybe, u could see what a low rate server would bring to the community, 180/200 but with high xp and decent drop rates. High rate servers are always very hard to balance because warriors dont get a huge bonus from str like mages do with mag. Thats why FS on weapons should be increased and adjusted accordingly, as well as maybe adding a new formula for the dmg bonus on the str attribute.
These are just a few things i suggest for the server.


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Re: Adjustment Needed
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Default Re: Adjustment Needed - 06-08-2008, 07:58 AM

Quote:
Originally Posted by Vamp
- base pa on armors, please look at it. pa base of elite is 65, by having pa elite with 30% it makes the 15% useless
I agree.

- Meteor staff, it's way imbalance now players is moaning about it.
Explain

- HP increase 30 pop up every time when walking/running (from time to time) no idea why.
I thought this was fixed?

- PD Arrows cant buy in stack
Ah yes, I forgot about the Sphere Trade not buying multi items.

- Arena consume x2 of mana in every single spells. Been tested twice just only arena
This is meant to be the case because there was too much spam. Mages were forced to take aim, as they are meant to. If I receive more complains, I will adjust.

- Adjustment for weapon in str required. Due to the imbalance of it
Too low? Too high? Explain

- Meteor Staff can hit every single hit on player when there's no pfm/amp even on a 700 MAG with MR 91 FULL SET
I think your mistaken, everyone complains that they cant hit mages lol

- Mixing Cri Pots recipe doesn't work (from what players said, have not personally test it)
Left this alone, as Tav said it worked, will ave to look in to it.
the way i did the armors was pretty simple and i can explain a little

head = weak point on mage , strong point on warrior/bmage(using horns)
hauberk = weak point on all
chest = weak point on mage, strong point on warrior/bmage
legs = strong point on all

basically giving a seperation between the classes but also a balance on armors, this armortyping assumed that

classes would wear PA on their weak points and HP on their strong points for the best protection.

i feel that merien plate is "too strong" since u increased elite plate to 300 yet horns are 250 as are all the new sets plates. (icy majestic arena)

as far as the crit pots go, u said u were gonna fix the code bits that didnt allow those types of items as ingredients.

weapon swing speeds shouldnt be adjusted any higher because once you put in the different bonus dmg. strength is its own reward. requiring high str guarantees that a weapon is devastating. giving little variation on character stats for a warrior. if weapons are left to low str, with bonus dmg being purely based on str. they can choose how much bonus dmg they want, and where to put those other stats giving more freedom to customize their own character.

in addition, kloness warriors that DO take low strength, do alot less dmg (more balancing) then ones that would have high strength, due to the way bonus dmg increases exponentially(spelling?)

the battle staffs are quite powerful against unprepared foes. most new players dont even know to pfm or amp vs a weapon. some new players even thought they were hacking. again will need to compare dmg after the fix of bonus dmg and hitting.

the hp increased thing still happens right after u login, if u had a mage hat on. of any kind, until that hat is removed, then re-equipped.



Tav
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Default 06-08-2008, 03:56 PM

- Meteor staff, it's way imbalance now players is moaning about it.
I reckon it should be 20%-30% increase in dmg lol, 50% is way too high

- HP increase 30 pop up every time when walking/running (from time to time) no idea why.
it happen from time to time, it will dc u off too after certain of period


- Adjustment for weapon in str required. Due to the imbalance of it
reckon it's too low, some weapon req low some req high, the dmg diff is not too high for str req too.

- Meteor Staff can hit every single hit on player when there's no pfm/amp even on a 700 MAG with MR 91 FULL SET
lol the current problem is they can hit every hit on mage lol.. mages need 1 sec to cast spell whereas b.mage dont lol. reckon some adjustment on there


:mrgreen:


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Default 06-08-2008, 05:11 PM

azu u need to realize that forcing high str on weapons makes their minimum dmgs ALOT higher. its not just a requirement but a direct forcing it to do more dmg.



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Default 06-08-2008, 08:07 PM

if u haven't notice, dev is on the slope of junk item lol. People rather take k weapons as it req less str and deal merely the same amount of dmg.


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Default 06-08-2008, 08:49 PM

but kloness requires high reputation, which means either they're donating, or taking a long slow road to high rep, and its not even very useful vs other 10k reppers



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Default 06-08-2008, 08:54 PM

for an example look at excaliber.

its a 40 str weapon. but u wont do much dmg with 40str.



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Default 06-09-2008, 03:49 AM

regarding the bug i've mentioned about earlier the hp bug. For some reason, if u get poisoned, you get d/c after about 1 min max.


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Default 06-09-2008, 04:45 AM

Tav you need to understand how a battle staff works. If someone attacks with it, it works out the element and the spell type (it uses an existing spell from the magic.cfg file).

It then casts the magic, as if it were casted by the player, on the target location using the usual magic dice damage (currently *1.5, but after update will be *1.25 (on monsters its already *2)).

The hit prob is passed in as:

(((INT + AngelicINT) - 50)/2)+400

The 400 is static atm. This needs to be dynamic based on your idea (strength?).

As you can see, its pretty simple. Implementing such a complex damage system for a mixed-breed class like half magic half physical will get... too complex!

If I were to add unique stuff to the bmage staffs, it would directly affect the spell that the staff casts. E.g meteor spell would do 2 hits, as it used to do in the original servers.

ALL I need to change is the Hit ratio of the above calculation to make it fair between the 2 primary classes (mage and warrior), then Ill let the higher spells (that come from the staffs) penetrate pfm.


  
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Default 06-09-2008, 04:46 AM

If you can give me that hit prob calculation within an hour, ill put it in at lunch while im working on the spells pentrating pfm, amongst other things!


  
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Default 06-09-2008, 05:08 AM

Quoted from Azu's previous post:

- base pa on armors, please look at it. pa base of elite is 65, by having pa elite with 30% it makes the 15% useless
Vamp agreed.

- Meteor staff, it's way imbalance now players is moaning about it.
Ok vamp, if u are a warrior. pfm, u can get cancel if it pointed 1 step front or back of u. not exact centre where u stand. too easy to cancel. 2nd, if war vs bmage, u cannot even get close to bmage to even touch them, u get stun and die stun.

- HP increase 30 pop up every time when walking/running (from time to time) no idea why.
I thought this was fixed too. We had Cloud kill today for ED. but 3 player DCed when HP recovery. they give like 4 times HPrec figures like 30-40hp. we all dc.

- PD Arrows cant buy in stack
so does beer. we need to buy them in 6 pax. yummmmmmmmmmmm

- Adjustment for weapon in str required. Due to the imbalance of it
i think the str requirement is fine. The problem is with Warrior dmg. warrior are suppose to penetrade more dmg on PA armors, since they are not that rare.
tav is right, making str requirement higher means u have higher dmg, but still a 700 str warrior can't really kill a mage easily with a devas, kb, kx all the highest dmg weapon.

- Meteor Staff can hit every single hit on player when there's no pfm/amp even on a 700 MAG with MR 91 FULL SET
Ya azu i am also surprise why people say bmage hard to hit mage. seem to me they hit every single time too.


  
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Default 06-09-2008, 05:17 AM

boy, because vamp just made some adjustment on them lol... but the current adjustment is way too ridiculous lmao 700 mag with MR 91 set get every single hit XD XD

if the str stay as current, i would suggest to reduce down the str of dev and/or sb. This won't make dev look junk lol.


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Default 06-09-2008, 05:35 AM

lol agree. devas is junk. but not to rep 0 player


  
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Default 06-09-2008, 06:09 AM

The adjustment favours players with higher strength, since that should the warriors best stat. Deva will no longer be junk.

Furthermore Tav, please up date the DONE LIST with the slime juice required level and ingrediants. Thanks.


  
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Default 06-09-2008, 07:38 AM

Oh, and also, I've put day and night back in. By default the values of Lighting/Dark Exe are as followed:

iAP_SM += 4; // small monsters + players
iAP_L += 4; // large monsters

This is calculated at the same time as kloness (between the damage base and crits), meaning that it is added to the Crit base. So if you could run the figures and let me know what kinda bonuses they add with certain strengths.

Just a reminder of the current crit calc:

dTmp1 = (double)iAP_SM;
dTmp2 = (double)m_pClientList[sAttackerH]->m_iLevel;
dTmp3 = dTmp2 / 100.0f;
dTmp2 = dTmp1 * dTmp3;
iTemp = (int)(dTmp2 +0.5f);
iAP_SM += iTemp;


  
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Default 06-09-2008, 09:26 AM

ey vamp if u can get this msg, lateley i havent been able to post, Tav and i figured out the right hit porb ratios out a while a go, you need to make hit prob for bmages based off mag + mag bonus +dex +wep bonus X 1.5, and make the bmage staff hit prob be divided by the added mr and dr of a warior and mage. This will make the hit porb about even between all classes
  
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