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Combat Changes

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apoclypze
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Combat Changes Empty Combat Changes

Post by Helfdane Sat Feb 14, 2015 5:38 am

So, basically, you made us all incredibly weaker?

My damage before your changes: 35 - 41
And after: 18 - 24

My protection and initiative are also down. 

Why? We're not getting any more experience from killing the same monsters. Regeneration is also almost useless now since your last patch. You seem to be making change after change that does nothing but try to hurt players who want to be fighters. I get 3 experience from killing a brute mercenary. I need 10's of thousands of experience to level up. I can only go out maybe once a week because of how slowly I heal now. 

Might as well put my equipment up and become a farmer; is that the message?
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Post by Dracula Sat Feb 14, 2015 6:52 am

Calm down mate - 90% sure this isn't intended behavior,the recent tile update threw literally everything off course

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Post by Lord Arogandor Sun Feb 15, 2015 5:46 am

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Post by Harold Thu Feb 26, 2015 3:01 pm

Since you are in the middle of changes... I could throw up my initiative suggestion...

Could you explain me how initiative works nowadays? Smile Or give a brief explanation of course!
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Post by Lord Arogandor Thu Feb 26, 2015 4:41 pm

Initiative is messed up at the moment. I hope to normalize this issue next week.

If you have any suggestion to improve the initiative, I'm all ear Very Happy
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Post by Helfdane Sun Mar 01, 2015 6:13 am

Have you changed how protection works? Even a lost goblin is hitting me for 1 damage now. Do monsters now always hit for a minimum of 1? 

That makes it very difficult to travel, as even very weak monsters can whittle away your health.
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Post by apoclypze Sun Mar 01, 2015 6:19 am

I literally just got done testing the combat and found the same thing. So far every monster I have ran into can do 1 point of damage to me. Funny enough I just sent the message to Aro in regards to this Smile

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Post by Axel Ackland Sun Mar 01, 2015 3:50 pm

The worg I just fought rarely hit me in the battle, or do you mean at least once in a battle? My health just gets pounded on now cause my armor isn't working, never invested in phys resist like you guys Sad

I also don't think my other armor effects are working right either... Dealing less damage and less chance attacks, but that could be what was changed?

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Post by apoclypze Sun Mar 01, 2015 6:39 pm

When battling no matter which creature hits you does 1 point of damage even with armor(31 protection is what I have). I was damaged by the lost goblin and every other creature I ran into.

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Post by pelarn Mon Mar 02, 2015 2:16 pm

yeah i dont like the fact that every monster hits me at least for 1 point every 2 rounds.
armor and physical resistance (on which i bet on) are useless.also the damage output for our weapons are halved and backstab doesnt work also,cause i hit the same amount of dam with normal hits and backstab hits.according to aro,defense on monsters are zero at a backstab,therefore there must be more damage done but this dont work.
another thing...does parry now work for all weapon classes?

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Post by Helfdane Thu Mar 05, 2015 4:10 am

Aro, are monsters supposed to always be doing 1 damage now?
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Post by Lord Arogandor Thu Mar 05, 2015 6:01 am

Yes, in fact they are.


The chance to hit, initiative and the damage functions are still not working like we want it, and I'm aware of that, but the fact that monsters do one damage minimum when they hit you is not bugged.


The minimum of doing one damage also applies for the Seekers hitting monsters. Hitting something and doing 0 damage is no longer possible. Hitting and doing 0 damage can be considered as hitting your target not at all.


This new change might be annoying if your fight does take more then 20 turns. But we are not aiming to have such long fights. So in few time, the fights will go faster, taking less rounds and thus, less hits that do just 1 damage.
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Post by Axel Ackland Thu Mar 05, 2015 5:25 pm

Still need protection fixed!

Must be bugged cause my armor gives me more protection than my stats say I currently have.

I imagine it must be the armor isn't providing all its effects. I can also see the additional bonuses that my unique armor gives towards my main combat stats like dagger fighting,backstab, ect. But not critical strike and maybe some others.

I don't think there were any changes to retreat on the list of combat changes, but my retreat chance is now 48% when the minimum use to be 50% not including increases from the retreat skill.

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Post by anto_capone Sat Mar 07, 2015 1:07 am

yea i had noticed something weird with armor as well, but its been so long i can't recall what it was Razz
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Post by anto_capone Sat Mar 07, 2015 1:15 am

ugg and now we have new stats that are must haves? like arms mastery, melee (?)...

i understand making more skills, but cost to change or modify your skills is too high to switch and test things. you have to pay real life money to even test these new skills?
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Post by Axel Ackland Sat Mar 07, 2015 5:35 am

There's gotta be a reset cause new skills like that and piercing and smashing stuff. But I think the purpose might be to allow those that will pay the ability to preview some new mechanics. In this case, its updating your combat to see what skills seem to work best. I'm personally fine with this as long as its done in a way that's fair to free players. There may be several adjustments that should require a combat point reset, so i think in this case im personally okay to wait till the tweaks are figured out.

But when my armor gives more protection than I have, that's gotta be a bug.

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Post by Lord Arogandor Sat Mar 07, 2015 8:56 am

- The Protection values still need to be fixed indeed.
- Chance to retreat: 45% base chance + 0.5% chance for each point on the Retreat Skill.
- Initiative still needs to be fixed as well.
- There are no new Skills so far, just old ones that get activated now.
- Cost to downgrade the combat skills was 1 Grail Token, hardly fair to call this "real life money".


- Due the combat changes, the costs to downgrade your combat Skills have been lowered temporary. Downgrading a Combat Skill can now be done with 2 stamina instead of 10 stamina and 5  Bronze instead of 1 Grail Token.
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Post by anto_capone Sat Mar 07, 2015 2:13 pm

idk, some of us might like to test certain builds, before they find what suits them. if i wanted to change my fighting style, it would cost me at least 40 grail tokens and 400 stamina under the old system, just to test and see if it is something i would like.

thanks for lowering the cost tho, seems fair to me now Smile
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Post by Helfdane Tue Mar 10, 2015 2:28 am

So, we've made every monster always hit for minimum of 1 damage. So, why do my followers not hit for a minimum of 1 damage?
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Post by Lord Arogandor Tue Mar 10, 2015 3:46 pm

Monsters don't always hit for minimum of 1 damage. IF they hit, they do minimum 1 damage.
This is no different for you or your followers. When they hit, they do damage.
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Post by daradle Tue Mar 10, 2015 6:23 pm

Are things still being fixed? It's just taken me 63 rounds to kill a Lost Goblin, and cost me 82 life points in the process.

I'm also not sure Backstab works - it got triggered but reduced the goblin's defence by 0, which just adds insult to injury...

Spoiler:

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Post by Helfdane Wed Mar 11, 2015 3:26 am

When my warhorse attacks, it does not state that it does no damage, it states that it fails to do any damage. That is the same message that monsters displayed when they did not damage, but hit.
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Post by Lord Arogandor Wed Mar 11, 2015 5:15 am

Daradle, the combat is still not really working like we want it. You're amount of rounds prove this.
As soon I'm free, I'll continue working on this.


Helfdane, I'll see what message this is and if its because your horse failed to hit or simply does no damage after hitting.
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